Example #1
0
 def __init__(self, map_model, parent=None):
     Context.__init__(self, parent)
     self.map_model = map_model
     self.map_model.controller = self
     self.map_model.initialize(self.map_model.local_state,
                               self.map_model.global_state)
     self.map_view = MapView(self.map_model)
     self.map_music = MapMusic(self.map_model)
     self.__moving_sync = False
     self.message_queue = MessageQueue(self)
     self.do_cancel = False
     self.do_action = False
Example #2
0
 def __init__(self, map_model, parent=None):
     Context.__init__(self, parent)
     self.map_model = map_model
     self.map_model.controller = self
     self.map_model.initialize(self.map_model.local_state,
                               self.map_model.global_state)
     self.map_view = MapView(self.map_model)
     self.map_music = MapMusic(self.map_model)
     self.__moving_sync = False
     self.message_queue = MessageQueue(self)
     self.do_cancel = False
     self.do_action = False
Example #3
0
class MapController(Context):

    # Read-Only Attributes:
    # map_view - MapView (View component of MVC)
    # map_model - MapModel (Model component of MVC)

    def __init__(self, map_model, parent=None):
        Context.__init__(self, parent)
        self.map_model = map_model
        self.map_model.controller = self
        self.map_model.initialize(self.map_model.local_state,
                                  self.map_model.global_state)
        self.map_view = MapView(self.map_model)
        self.map_music = MapMusic(self.map_model)
        self.__moving_sync = False
        self.message_queue = MessageQueue(self)
        self.do_cancel = False
        self.do_action = False

    def initialize(self):
        map_model = self.map_model
        self.__map_view_draw = self.map_view.draw
        self.party_avatar = map_model.party_avatar

        # Initialize contexts
        context_stack = get_context_stack()
        context_stack.stack_context(self.message_queue)
        for context in map_model.contexts:
            context_stack.stack_context(context)

    def update(self):
        if self.map_model.pause_delay > 0:
            self.map_model.pause_delay -= 1
            return False

        if self.__moving_sync:
            sync_stopped = self.__sync_movement_step()
            if not sync_stopped:
                return False

        if not self.message_queue.is_busy():
            self.__flow_object_movement()
            self.__update_objects()

        self.__update_input()

        return False

    def __update_input(self):
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.do_cancel = True
                return

        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.do_action = True
                return

        if self.party_avatar.scheduled_movement \
           or self.party_avatar.movement_phase \
           or self.message_queue.is_busy():
            return

        if self.do_cancel:
            self.do_cancel = False
            get_context_stack().stop()
            return

        if self.do_action:
            self.do_action = False
            self.map_model.party_action()
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(UP))
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(DOWN))
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(LEFT))
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(RIGHT))
                return

        if game_config.map_mouse_enabled:
            evt = Input.was_pressed(M_1)
            if evt is not None:
                if not self.party_avatar.scheduled_movement:
                    self.__mouse_movement(evt.pos)
                    return

    def draw(self):
        self.__map_view_draw()
        self.map_music.update()

    def __flow_object_movement(self):
        party_avatar = self.map_model.party_avatar

        for o in self.map_model.objects:
            if o is not party_avatar:
                o.flow()

        party_avatar.flow()
        self.__trigger_collisions()

    def __trigger_collisions(self):
        avatar = self.map_model.party_avatar
        if avatar.just_completed_movement:
            avatar.just_completed_movement = False
            coming_from_direction = determine_facing(avatar.position,
                                                     avatar.prev_position)

            # Trigger below objects' collide_with_party()
            for obj in self.map_model.object_layer[avatar.position].below:
                obj.collide_with_party(avatar, coming_from_direction)

            # Trigger above objects' collide_with_party()
            for obj in self.map_model.object_layer[avatar.position].above:
                obj.collide_with_party(avatar, coming_from_direction)

            # Trigger areas' party_entered and party_moved()
            for area in self.map_model.area_layer[avatar.position]:
                if area not in avatar.prev_areas:
                    coming_from_outside = True
                    area.party_entered(avatar, avatar.position)
                else:
                    coming_from_outside = False

                area.party_moved(avatar, avatar.prev_position, avatar.position,
                                 coming_from_outside)

    def sync_movement(self, objects):
        self.__sync_objects = objects
        self.__moving_sync = True

    def __sync_movement_step(self):
        if all([not o.scheduled_movement for o in self.__sync_objects]):
            self.__moving_sync = False
            return True
        for o in self.__sync_objects:
            o.flow()
        return False

    def __update_objects(self):
        for o in self.map_model.updatable_objects:
            o.update()

    def gameover(self):
        get_context_stack().stop()

    def __mouse_movement(self, pos):
        target_x, target_y = self.map_view.calc_pos_from_mouse(pos)
        if self.map_model.terrain_layer.valid((target_x, target_y)):
            movement = PathMovement(self.map_model,
                                    self.map_model.party_avatar,
                                    Position(target_x, target_y))
            self.map_model.party_avatar.schedule_movement(movement)
Example #4
0
class MapController(Context):

    # Read-Only Attributes:
    # map_view - MapView (View component of MVC)
    # map_model - MapModel (Model component of MVC)

    def __init__(self, map_model, parent=None):
        Context.__init__(self, parent)
        self.map_model = map_model
        self.map_model.controller = self
        self.map_model.initialize(self.map_model.local_state,
                                  self.map_model.global_state)
        self.map_view = MapView(self.map_model)
        self.map_music = MapMusic(self.map_model)
        self.__moving_sync = False
        self.message_queue = MessageQueue(self)
        self.do_cancel = False
        self.do_action = False

    def initialize(self):
        map_model = self.map_model
        self.__map_view_draw = self.map_view.draw
        self.party_avatar = map_model.party_avatar

        # Initialize contexts
        context_stack = get_context_stack()
        context_stack.stack_context(self.message_queue)
        for context in map_model.contexts:
            context_stack.stack_context(context)

    def update(self):
        if self.map_model.pause_delay > 0:
            self.map_model.pause_delay -= 1
            return False

        if self.__moving_sync:
            sync_stopped = self.__sync_movement_step()
            if not sync_stopped:
                return False

        if not self.message_queue.is_busy():
            self.__flow_object_movement()
            self.__update_objects()

        self.__update_input()

        return False

    def __update_input(self):
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.do_cancel = True
                return
            
        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.do_action = True
                return

        if self.party_avatar.scheduled_movement \
           or self.party_avatar.movement_phase \
           or self.message_queue.is_busy():
            return
        
        if self.do_cancel:
            self.do_cancel = False
            get_context_stack().stop()
            return
            
        if self.do_action:
            self.do_action = False
            self.map_model.party_action()
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(UP))
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(DOWN))
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(LEFT))
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(RIGHT))
                return

        if game_config.map_mouse_enabled:
            evt = Input.was_pressed(M_1)
            if evt is not None:
                if not self.party_avatar.scheduled_movement:
                    self.__mouse_movement(evt.pos)
                    return

    def draw(self):
        self.__map_view_draw()
        self.map_music.update()

    def __flow_object_movement(self):
        party_avatar = self.map_model.party_avatar

        for o in self.map_model.objects:
            if o is not party_avatar:
                o.flow()

        party_avatar.flow()
        self.__trigger_collisions()

    def __trigger_collisions(self):
        avatar = self.map_model.party_avatar
        if avatar.just_completed_movement:
            avatar.just_completed_movement = False
            coming_from_direction = determine_facing(avatar.position,
                                                     avatar.prev_position)

            # Trigger below objects' collide_with_party()
            for obj in self.map_model.object_layer[avatar.position].below:
                obj.collide_with_party(avatar,
                                       coming_from_direction)

            # Trigger above objects' collide_with_party()
            for obj in self.map_model.object_layer[avatar.position].above:
                obj.collide_with_party(avatar,
                                       coming_from_direction)

            # Trigger areas' party_entered and party_moved()
            for area in self.map_model.area_layer[avatar.position]:
                if area not in avatar.prev_areas:
                    coming_from_outside = True
                    area.party_entered(avatar, avatar.position)
                else:
                    coming_from_outside = False

                area.party_moved(avatar, avatar.prev_position,
                                 avatar.position, coming_from_outside)

    def sync_movement(self, objects):
        self.__sync_objects = objects
        self.__moving_sync = True

    def __sync_movement_step(self):
        if all([not o.scheduled_movement for o in self.__sync_objects]):
            self.__moving_sync = False
            return True
        for o in self.__sync_objects:
            o.flow()
        return False

    def __update_objects(self):
        for o in self.map_model.updatable_objects:
            o.update()

    def gameover(self):
        get_context_stack().stop()

    def __mouse_movement(self, pos):
        target_x, target_y = self.map_view.calc_pos_from_mouse(pos)
        if self.map_model.terrain_layer.valid((target_x, target_y)):
            movement = PathMovement(self.map_model,
                                    self.map_model.party_avatar,
                                    Position(target_x, target_y))
            self.map_model.party_avatar.schedule_movement(movement)