Mercurial > pyntnclick
diff pyntnclick/gamescreen.py @ 692:d6ded808cc33 pyntnclick
Much scene management refactoring.
author | Jeremy Thurgood <firxen@gmail.com> |
---|---|
date | Tue, 14 Feb 2012 13:39:05 +0200 |
parents | e6a32df9199e |
children | c8b683dd56d3 |
line wrap: on
line diff
--- a/pyntnclick/gamescreen.py Tue Feb 14 13:05:10 2012 +0200 +++ b/pyntnclick/gamescreen.py Tue Feb 14 13:39:05 2012 +0200 @@ -78,7 +78,6 @@ super(InventoryView, self).__init__(rect, gd) self.screen = screen self.game = screen.game - self.scene_widget = screen.scene_widget slots = (self.rect.width - self.MIN_UPDOWN_WIDTH) / self.bsize self.slots = [self.add(self.make_slot(i)) for i in range(slots)] @@ -148,6 +147,7 @@ def __init__(self, rect, gd, scene, screen, is_detail=False): super(SceneWidget, self).__init__(rect, gd) + self.name = scene.NAME self.scene = scene self.screen = screen self.game = screen.game @@ -163,13 +163,19 @@ def draw(self, surface): self.scene.draw(surface.subsurface(self.rect)) - self.scene.draw_description(surface) + if self.parent.is_top(self): + self.scene.draw_description(surface) super(SceneWidget, self).draw(surface) if self.is_detail: border = self.rect.inflate(self.DETAIL_BORDER, self.DETAIL_BORDER) pygame.draw.rect( surface, self.DETAIL_BORDER_COLOR, border, self.DETAIL_BORDER) + @property + def highlight_cursor(self): + return (self.scene.current_thing + and self.scene.current_thing.is_interactive()) + def queue_widget(self, widget): self._message_queue.append(widget) @@ -179,7 +185,7 @@ self.game.cancel_doodah(self.screen) else: pos = self.global_to_local(event.pos) - result = self.game.interact(pos) + result = self.scene.interact(self.game.tool, pos) handle_result(result, self) def animate(self): @@ -188,8 +194,8 @@ # self.invalidate() # We do this here so we can get enter and leave events regardless # of what happens - result = self.game.check_enter_leave(self.screen) - handle_result(result, self) + # result = self.game.check_enter_leave(self.screen) + # handle_result(result, self) if self._message_queue: # Only add a message if we're at the top if self.screen.screen_modal.is_top(self.screen.inner_container): @@ -220,15 +226,9 @@ # according self.queue_widget(widget) - def show_detail(self, detail): - self.screen.show_detail(detail) - def close(self, event, widget): self.screen.close_detail(self) - def end_game(self): - self.screen.change_screen('end') - class ToolBar(Container): def __init__(self, rect, gd, screen): @@ -284,21 +284,15 @@ self.gd.running = False self.create_initial_state = self.gd.initial_state self.container.add_callback(KEYDOWN, self.key_pressed) - self.scene_widget = None def _clear_all(self): for widget in self.container.children[:]: self.container.remove(widget) def process_event(self, event_name, data): - if event_name == 'restart': - self.start_game() - elif event_name == 'inventory': - self.inventory.update_slots() - elif event_name == 'change_scene': - self.change_scene(data) + getattr(self, 'game_event_%s' % event_name, lambda d: None)(data) - def start_game(self): + def game_event_restart(self, data): self._clear_all() self.game = self.create_initial_state() @@ -313,29 +307,48 @@ self.scene_modal = self.inner_container.add( ModalStackContainer(rect, self.gd)) - self.change_scene(None) - self.toolbar = self.inner_container.add( ToolBar((0, rect.height), self.gd, self)) self.inventory = self.toolbar.inventory + self.game.change_scene self.gd.running = True + def game_event_inventory(self, data): + self.inventory.update_slots() + + def game_event_change_scene(self, data): + scene_name = data['name'] + if data['detail']: + self.show_detail(scene_name) + else: + self.change_scene(scene_name) + def change_scene(self, scene_name): - self.scene_modal.remove_all() - self.scene_widget = self.scene_modal.add( - SceneWidget(self.scene_modal.rect.copy(), self.gd, - self.game.current_scene, self)) + for scene_widget in reversed(self.scene_modal.children[:]): + self.scene_modal.remove(scene_widget) + scene_widget.scene.leave() + scene = self.game.scenes[scene_name] + self.game.current_scene = scene + self._add_scene(scene) def show_detail(self, detail_name): - detail = self.game.set_current_detail(detail_name) - detail_rect = Rect((0, 0), detail.get_detail_size()) - detail_rect.center = self.scene_modal.rect.center - self.scene_modal.add( - SceneWidget(detail_rect, self.gd, detail, self, is_detail=True)) + self._add_scene(self.game.detail_views[detail_name], True) + + def _add_scene(self, scene, detail=False): + rect = self.scene_modal.rect.copy() + if detail: + rect = Rect((0, 0), scene.get_detail_size()) + rect.center = self.scene_modal.rect.center + + scene_widget = self.scene_modal.add( + SceneWidget(rect, self.gd, scene, self, detail)) + + handle_result(scene.enter(), scene_widget) def close_detail(self, detail): self.scene_modal.remove(detail) + detail.scene.leave() def animate(self): """Animate the scene widgets"""