This repository has been archived by the owner on Sep 22, 2022. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathw_rpg_field.py
96 lines (83 loc) · 3.44 KB
/
w_rpg_field.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
from w_i_stage import IStage
class RPGField(IStage):
def __init__(self):
IStage.__init__(self)
self.setup()
self.setHeroCollision()
self.stop()
self.enemyIndexToBeDeleted = -1
self.previousIntoEvent = ''
def intoEvent(self, entry):
if not entry.hasInto():
return
intoName = entry.getIntoNode().getName()
if self.previousIntoEvent == intoName:
return
self.previousIntoEvent = intoName
if "enemy" in intoName:
self.intoEnemy(intoName, entry)
elif "boss" in intoName:
self.intoBoss(intoName, entry)
elif "door" in intoName:
self.intoDoor(intoName)
elif "cutscene" in intoName:
self.intoCutscene(intoName)
elif "npc" in intoName:
self.intoNPC(intoName)
def intoDoor(self, intoName):
base.disableController()
oldMap = base.gameData.currentMap
if 'pattern' in base.mapData.maps[oldMap]:
door_index = int(intoName.split('_')[1])
mapName = base.mapData.maps[oldMap]['doorList'][door_index]
else:
mapName = base.mapData.maps[oldMap][intoName]
base.gameData.currentMap = mapName['map']
base.gameData.heroPos = mapName['pos']
if "model" in mapName:
base.gameData.heroModel = mapName['model']
self.changeMap()
def intoEnemy(self, intoName, entry):
fromName = entry.getFromNode().getName()
if not "hero" in fromName:
return
base.disableController()
self.enemyIndexToBeDeleted = self.getIndexFromEvent(intoName)
enemy = base.mapData.maps[base.gameData.currentMap]["enemyList"][self.enemyIndexToBeDeleted]
base.enemy_label = enemy['label']
self.enemyActors[self.enemyIndexToBeDeleted].request('Hide')
base.fadeInOutSequence(base.messenger.send, "Field-Fight")
def intoBoss(self, intoName, entry):
pass
fromName = entry.getFromNode().getName()
if not "hero" in fromName:
return
base.disableController()
boss_index = self.getIndexFromEvent(intoName)
boss = base.mapData.maps[base.gameData.currentMap]["enemyList"][boss_index]
base.enemy_label = boss['label']
base.gameData.flags[boss['flag']] = not base.gameData.flags[boss['flag']]
base.fadeInOutSequence(base.messenger.send, "Field-Fight")
def intoCutscene(self, intoName):
base.disableController()
base.gameData.heroPos = base.mapData.maps[base.gameData.currentMap][intoName]['pos']
base.callScene(
base.mapData.maps[base.gameData.currentMap][intoName]['scene'])
def intoNPC(self, intoName):
npcIndex = self.getIndexFromEvent(intoName)
npc = base.mapData.maps[base.gameData.currentMap]["npcList"][npcIndex]
if not 'label' in npc:
return
self.dialogBox.setLabel(npc['label'])
def cancelCommand(self):
base.messenger.send("Field-Menu")
def getIndexFromEvent(self, eventName):
l = eventName.split("_")
return int(l[1])
def deleteEnemyByIndex(self):
if self.enemyIndexToBeDeleted <= -1:
return
self.enemyActors[self.enemyIndexToBeDeleted].request('DeleteActor')
# can't remove enemy with del as not to disturb indexes
self.enemyActors[self.enemyIndexToBeDeleted] = None
self.enemyIndexToBeDeleted = -1