Remove deprecated player_input and turn-based functions for Issue #3
Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3
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@ -202,7 +202,7 @@ Created comprehensive test suite with 13 tests covering all Python-exposed metho
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REMAINING IN PHASE 1:
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9. ✅ Fix #73 - Entity.index() method for removal
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10. ✅ Fix #27 - EntityCollection.extend() method
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11. Fix #33 - Sprite index validation
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11. ✅ Fix #33 - Sprite index validation
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12. Alpha Blockers (#3, #2) - Remove deprecated methods
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```
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@ -473,65 +473,8 @@ PyObject* McRFPy_API::_getSoundVolume(PyObject* self, PyObject* args) {
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return Py_BuildValue("f", McRFPy_API::sfx.getVolume());
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}
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/*
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void McRFPy_API::player_input(int dx, int dy) {
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//std::cout << "# entities tagged 'player': " << McRFPy_API::entities.getEntities("player").size() << std::endl;
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auto player_entity = McRFPy_API::entities.getEntities("player")[0];
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auto grid = player_entity->cGrid->grid;
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//std::cout << "Grid pointed to: " << (long)player_entity->cGrid->grid << std::endl;
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if (McRFPy_API::input_mode.compare("playerturn") != 0) {
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// no input accepted while computer moving
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//std::cout << "Can't move while it's not player's turn." << std::endl;
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return;
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}
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// TODO: selection cursor via keyboard
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// else if (!input_mode.compare("selectpoint") {}
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// else if (!input_mode.compare("selectentity") {}
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// grid bounds check
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if (player_entity->cGrid->x + dx < 0 ||
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player_entity->cGrid->y + dy < 0 ||
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player_entity->cGrid->x + dx > grid->grid_x - 1 ||
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player_entity->cGrid->y + dy > grid->grid_y - 1) {
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//std::cout << "(" << player_entity->cGrid->x << ", " << player_entity->cGrid->y <<
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// ") + (" << dx << ", " << dy << ") is OOB." << std::endl;
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return;
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}
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(player_entity->cBehavior->object)) << std::endl;
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PyObject* move_fn = PyObject_GetAttrString(player_entity->cBehavior->object, "move");
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(move_fn)) << std::endl;
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if (move_fn) {
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//std::cout << "Calling `move`" << std::endl;
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PyObject* move_args = Py_BuildValue("(ii)", dx, dy);
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PyObject_CallObject((PyObject*) move_fn, move_args);
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} else {
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//std::cout << "player_input called on entity with no `move` method" << std::endl;
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}
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}
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void McRFPy_API::computerTurn() {
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McRFPy_API::input_mode = "computerturnrunning";
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for (auto e : McRFPy_API::grids[McRFPy_API::active_grid]->entities) {
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if (e->cBehavior) {
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PyObject_Call(PyObject_GetAttrString(e->cBehavior->object, "ai_act"), PyTuple_New(0), NULL);
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}
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}
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}
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void McRFPy_API::playerTurn() {
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McRFPy_API::input_mode = "playerturn";
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for (auto e : McRFPy_API::entities.getEntities("player")) {
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if (e->cBehavior) {
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PyObject_Call(PyObject_GetAttrString(e->cBehavior->object, "player_act"), PyTuple_New(0), NULL);
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}
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}
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}
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void McRFPy_API::camFollow() {
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if (!McRFPy_API::do_camfollow) return;
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auto& ag = McRFPy_API::grids[McRFPy_API::active_grid];
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for (auto e : McRFPy_API::entities.getEntities("player")) {
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// Removed deprecated player_input, computerTurn, playerTurn functions
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// These were part of the old turn-based system that is no longer used
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//std::cout << "grid center: " << ag->center_x << ", " << ag->center_y << std::endl <<
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// "player grid pos: " << e->cGrid->x << ", " << e->cGrid->y << std::endl <<
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// "player sprite pos: " << e->cGrid->indexsprite.x << ", " << e->cGrid->indexsprite.y << std::endl;
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@ -69,9 +69,6 @@ public:
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// accept keyboard input from scene
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static sf::Vector2i cursor_position;
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static void player_input(int, int);
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static void computerTurn();
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static void playerTurn();
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static void doAction(std::string);
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