576 lines
27 KiB
Python
576 lines
27 KiB
Python
import UIMenu
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import Grid
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import mcrfpy
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from random import randint, choice
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from pprint import pprint
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#print("TestScene imported")
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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RED, GREEN, BLUE = (255, 0, 0), (0, 255, 0), (0, 0, 255)
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DARKRED, DARKGREEN, DARKBLUE = (192, 0, 0), (0, 192, 0), (0, 0, 192)
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animations_in_progress = 0
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# don't load grid over and over, use the global scene
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scene = None
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class TestEntity:
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def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False):
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self.grid = grid
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self.basesprite = basesprite
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self.texture_width = texture_width
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self.walk_frames = walk_frames
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self.attack_frames = attack_frames
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self.x = x
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self.y = y
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self.facing_direction = 0
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self.do_fov = do_fov
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self.label = label
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self.inventory = []
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#print(f"Calling C++ with: {repr((self.grid, label, tex_index, self.basesprite, x, y, self))}")
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grids = mcrfpy.listGrids()
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for g in grids:
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if g.title == self.grid:
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self.entity_index = len(g.entities)
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mcrfpy.createEntity(self.grid, label, tex_index, self.basesprite, x, y, self)
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def ai_act(self):
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return # no AI motion
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#if self.label == "player": return
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self.move(randint(-1, 1), randint(-1, 1))
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scene.actors += 1
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def player_act(self):
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#print("I'M INTERVENING")
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mcrfpy.unlockPlayerInput()
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scene.updatehints()
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def die(self):
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#self.x = -2
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#self.y = -2
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self.move(-1000,-1000)
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self.animate(0,animove=(-1000,-1000))
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self.x = -1000
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self.y = -1000
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self.label = "dead"
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def interact(self, initiator, callback):
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print(f"Interacted with {self.label}. ", end='')
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if self.label == 'item':
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print("'taking' item.")
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callback()
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self.die()
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else:
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print("blocking movement.")
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def move(self, dx, dy, force=False):
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# select animation direction
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# prefer left or right for diagonals.
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#grids = mcrfpy.listGrids()
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for g in scene.grids:
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if g.title == self.grid:
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if not force and g.at(self.x + dx, self.y + dy) is None or not g.at(self.x + dx, self.y + dy).walkable:
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#print("Blocked at target location.")
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return
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if not force: # entities can be stepped on when force=True (like collecting items!)
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for entity in scene.tes:
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if (entity.x, entity.y) == (self.x + dx, self.y + dy):
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print(f"Blocked by entity {entity.label} at ({entity.x}, {entity.y})")
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return entity.interact(self, lambda: self.move(dx, dy, force=True))
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if self.label == "player":
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mcrfpy.lockPlayerInput()
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scene.updatehints()
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if (dx == 0 and dy == 0):
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direction = self.facing_direction # TODO, jump straight to computer turn
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elif (dx):
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direction = 2 if dx == +1 else 3
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else:
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direction = 0 if dy == +1 else 1
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self.animate(direction, move=True, animove=(self.x + dx, self.y+dy))
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self.facing_direction = direction
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if (self.do_fov): mcrfpy.refreshFov()
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def animate(self, direction, attacking=False, move=False, animove=None):
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start_sprite = self.basesprite + (self.texture_width * (direction + (4 if attacking else 0)))
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animation_frames = [start_sprite + i for i in range((self.attack_frames if attacking else self.walk_frames))]
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mcrfpy.createAnimation(
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0.15, # duration, seconds
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self.grid, # parent: a UIMenu or Grid key
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"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
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self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu
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"sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
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self.animation_done, #callback: callable once animation is complete
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False, #loop: repeat indefinitely
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animation_frames # values: iterable of frames for 'sprite', lerp target for others
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)
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#global animations_in_progress
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#animations_in_progress += 1
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if move:
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pos = [self.x, self.y]
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if (direction == 0): pos[1] += 1
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elif (direction == 1): pos[1] -= 1
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elif (direction == 2): pos[0] += 1
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elif (direction == 3): pos[0] -= 1
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if not animove:
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self.x, self.y = pos
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animove = pos
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else:
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pos = animove
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self.x, self.y = animove
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#scene.move_entity(self.grid, self.entity_index, pos)
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#for g in mcrfpy.listGrids():
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for g in scene.grids:
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if g.title == self.grid:
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g.entities[self.entity_index].x = pos[0]
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g.entities[self.entity_index].y = pos[1]
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mcrfpy.modGrid(g, True)
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if animove:
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mcrfpy.createAnimation(
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0.25, # duration, seconds
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self.grid, # parent: a UIMenu or Grid key
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"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
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self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu
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"position", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
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self.animation_done, #callback: callable once animation is complete
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False, #loop: repeat indefinitely
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animove # values: iterable of frames for 'sprite', lerp target for others
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)
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#animations_in_progress += 1
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def animation_done(self):
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#global animations_in_progress
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#animations_in_progress -= 1
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scene.actors -= 1
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#print(f"{self} done animating - {scene.actors} remaining")
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if scene.actors <= 0:
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scene.actors = 0
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mcrfpy.unlockPlayerInput()
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scene.updatehints()
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class TestItemEntity(TestEntity):
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def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Nothing"):
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super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov)
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self.item = item
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def interact(self, initiator, callback):
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if self.label == 'dead': return super().interact(initiator, callback)
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print(f"Interacted with {self.label}, an item. Adding {self.item} to {initiator.label}'s inventory")
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initiator.inventory.append(self.item)
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callback()
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scene.itemguis()
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self.die()
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class TestDoorEntity(TestEntity):
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def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Nothing"):
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super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov)
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self.key = key
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def interact(self, initiator, callback):
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if self.label == 'dead': return super().interact(initiator, callback)
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print(f"Interacted with {self.label}, a Door. ", end='')
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if self.key in initiator.inventory:
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initiator.inventory.remove(self.key)
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print("Taking key & passing.")
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callback()
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scene.itemguis()
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self.die()
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else:
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print("The door is locked.")
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class TestScene:
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def __init__(self, ui_name = "demobox1", grid_name = "demogrid"):
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# Texture & Sound Loading
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self.actors = 0
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#print("Load textures")
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mcrfpy.createTexture("./assets/test_portraits.png", 32, 8, 8) #0 - portraits
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mcrfpy.createTexture("./assets/alives_other.png", 16, 64, 64) #1 - TinyWorld NPCs
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mcrfpy.createTexture("./assets/alives_other.png", 32, 32, 32) #2 - TinyWorld NPCs - 2x2 sprite
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mcrfpy.createTexture("./assets/custom_player.png", 16, 5, 13) #3 - player
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mcrfpy.createTexture("./assets/Sprite-0001.png", 80, 10, 10) #4 - LGJ2023 keycard + other icons
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mcrfpy.createTexture("./assets/tiny_keycards.png", 16, 8, 8) #5 - tiny keycards (ground items)
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self.ui_name = ui_name
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self.grid_name = grid_name
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# Menu index = 0
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#print("Create UI")
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# Create dialog UI
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mcrfpy.createMenu(ui_name, 20, 540, 500, 200)
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#mcrfpy.createCaption(ui_name, "Hello There", 18, BLACK)
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mcrfpy.createCaption(ui_name, "", 24, RED)
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (0, 0, 0), "clicky", "testaction")
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKRED, (0, 0, 0), "REPL", "startrepl")
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##mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "map gen", "gridgen")
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKGREEN, (0, 0, 0), "mapL", "gridgen2")
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (192, 0, 0), "a_menu", "animtest")
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKRED, GREEN, "a_spr", "animtest2")
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#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, GREEN, "Next sp", "nextsp")
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#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, RED, "Prev sp", "prevsp")
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#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, DARKGREEN, "+16 sp", "skipsp")
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "Next", "nextsp")
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, (0, 0, 0), "Prev", "prevsp")
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mcrfpy.createSprite(ui_name, 4, 1, 10, 10, 2.0)
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# Menu index = 1
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#print("Create UI 2")
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entitymenu = "entitytestmenu"
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mcrfpy.createMenu(entitymenu, 840, 20, 20, 500)
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mcrfpy.createButton(entitymenu, 0, 10, 150, 40, DARKBLUE, BLACK, "Up", "test_up")
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mcrfpy.createButton(entitymenu, 0, 60, 150, 40, DARKBLUE, BLACK, "Down", "test_down")
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mcrfpy.createButton(entitymenu, 0, 110, 150, 40, DARKBLUE, BLACK, "Left", "test_left")
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mcrfpy.createButton(entitymenu, 0, 160, 150, 40, DARKBLUE, BLACK, "Right", "test_right")
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mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, BLACK, "Attack", "test_attack")
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mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, RED, "TE", "testent")
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# Menu index = 2
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mcrfpy.createMenu( "gridtitlemenu", 0, -10, 0, 0)
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mcrfpy.createCaption("gridtitlemenu", "<grid name>", 18, WHITE)
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#mcrfpy.createCaption("gridtitlemenu", "<camstate>", 16, WHITE)
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# Menu index = 3
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mcrfpy.createMenu( "hintsmenu", 0, 505, 0, 0)
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mcrfpy.createCaption("hintsmenu", "<hintline>", 16, WHITE)
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# Menu index = 4
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# menu names must be created in alphabetical order (?!) - thanks, C++ hash map
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mcrfpy.createMenu( "i", 600, 20, 0, 0)
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#mcrfpy.createMenu( "camstatemenu", 600, 20, 0, 0)
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mcrfpy.createCaption("i", "<camstate>", 16, WHITE)
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# Menu index = 5
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mcrfpy.createMenu( "j", 600, 500, 0, 0)
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mcrfpy.createButton( "j", 0, 0, 80, 40, DARKBLUE, WHITE, "Recenter", "activatecamfollow")
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# Menu index = 6, 7, 8, 9, 10: keycard sprites
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mcrfpy.createMenu("k", 540, 540, 80, 80) #6
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mcrfpy.createSprite("k", 4, 0, 10, 10, 1.0)
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mcrfpy.createMenu("l", 540 + (80 * 1), 540, 80, 80) #7
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mcrfpy.createSprite("l", 4, 1, 10, 10, 1.0)
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mcrfpy.createMenu("m", 540 + (80 * 2), 540, 80, 80) #8
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mcrfpy.createSprite("m", 4, 2, 10, 10, 1.0)
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mcrfpy.createMenu("n", 540 + (80 * 3), 540, 80, 80) #9
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mcrfpy.createSprite("n", 4, 3, 10, 10, 1.0)
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mcrfpy.createMenu("o", 540 + (80 * 4), 540, 80, 80) #10
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mcrfpy.createSprite("o", 4, 4, 10, 10, 1.0)
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mcrfpy.createMenu("p", 20, 20, 40, 40) #11
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#mcrfpy.createButton("p", 0, 0, 130, 40, DARKGREEN, (0, 0, 0), "Register", "keyregistration")
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mcrfpy.createButton("p", 0, 0, 130, 40, DARKGREEN, (0, 0, 0), "Register", "startrepl")
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mcrfpy.registerPyAction("keyregistration", keyregistration)
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#print("Make UIs visible")
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self.menus = mcrfpy.listMenus()
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self.menus[0].visible = True
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self.menus[1].w = 170
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self.menus[1].visible = True
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self.menus[2].visible = True
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for mn in range(2, 6):
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self.menus[mn].bgcolor = BLACK
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self.menus[mn].visible = True
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mcrfpy.modMenu(self.menus[mn])
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for mn in range(6, 11):
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self.menus[mn].bgcolor = BLACK
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self.menus[mn].visible = False
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mcrfpy.modMenu(self.menus[mn])
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self.menus[11].visible=True
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mcrfpy.modMenu(self.menus[11])
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#self.menus[2].bgcolor = BLACK
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#self.menus[3].visible = True
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#self.menus[3].bgcolor = BLACK
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#self.menus[4].visible = True
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#self.menus[4].bgcolor = BLACK
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#self.menus[5].visible = True
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#mcrfpy.modMenu(self.menus[0])
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#mcrfpy.modMenu(self.menus[1])
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#mcrfpy.modMenu(self.menus[2])
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#mcrfpy.modMenu(self.menus[3])
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#mcrfpy.modMenu(self.menus[4])
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#mcrfpy.modMenu(self.menus[5])
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#pprint(mcrfpy.listMenus())
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#print(f"UI 1 gave back this sprite: {self.menus[0].sprites}")
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#print("Create grid")
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# create grid (title, gx, gy, gs, x, y, w, h)
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mcrfpy.createGrid(grid_name, 100, 100, 16, 20, 20, 800, 500)
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self.grids = mcrfpy.listGrids()
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#print(self.grids)
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#print("Create entities")
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#mcrfpy.createEntity("demogrid", "dragon", 2, 545, 10, 10, lambda: None)
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#mcrfpy.createEntity("demogrid", "tinyenemy", 1, 1538, 3, 6, lambda: None)
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#print("Create fancy entity")
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self.player = TestEntity("demogrid", "player", 3, 20, 17, 3, 5, walk_frames=4, attack_frames=5, do_fov=True)
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self.tes = [
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TestEntity("demogrid", "classtest", 1, 1538, 5, 7, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1545, 7, 9, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1552, 9, 11, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1566, 11, 13, 64, walk_frames=4, attack_frames=6),
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#TestEntity("demogrid", "item", 1, 1573, 13, 15, 64, walk_frames=4, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1583, 15, 17, 64, walk_frames=4, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 130, 9, 7, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 136, 11, 9, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 143, 13, 11, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 158, 15, 13, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 165, 17, 15, 64, walk_frames=5, attack_frames=6),
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self.player,
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TestItemEntity("demogrid", "GreenKeyCard", 5, 0, 19, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Green Keycard"),
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TestItemEntity("demogrid", "BlueKeyCard", 5, 1, 21, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Blue Keycard"),
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TestItemEntity("demogrid", "RedKeyCard", 5, 2, 23, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Red Keycard"),
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TestItemEntity("demogrid", "OrangeKeyCard", 5, 3, 25, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Orange Keycard"),
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TestItemEntity("demogrid", "DevilKeyCard", 5, 4, 27, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Devil Keycard"),
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TestDoorEntity("demogrid", "GreenKeyDoor", 5, 8, 19, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Green Keycard"),
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TestDoorEntity("demogrid", "BlueKeyDoor", 5, 9, 21, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Blue Keycard"),
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TestDoorEntity("demogrid", "RedKeyDoor", 5, 10, 23, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Red Keycard"),
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TestDoorEntity("demogrid", "OrangeKeyDoor", 5, 11, 25, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Orange Keycard"),
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TestDoorEntity("demogrid", "DevilKeyDoor", 5, 12, 27, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Devil Keycard")
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]
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self.grids = mcrfpy.listGrids()
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self.entity_direction = 0
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mcrfpy.registerPyAction("test_down", lambda: [te.animate(0, False, True) for te in self.tes])
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mcrfpy.registerPyAction("test_up", lambda: [te.animate(1, False, True) for te in self.tes])
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mcrfpy.registerPyAction("test_right", lambda: [te.animate(2, False, True) for te in self.tes])
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mcrfpy.registerPyAction("test_left", lambda: [te.animate(3, False, True) for te in self.tes])
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mcrfpy.registerPyAction("test_attack", lambda: [te.animate(0, True) for te in self.tes])
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mcrfpy.registerPyAction("testent", lambda: [te.animate(2, True) for te in self.tes])
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mcrfpy.registerPyAction("activatecamfollow", lambda: mcrfpy.camFollow(True))
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|
|
|
# Button behavior
|
|
self.clicks = 0
|
|
self.sprite_index = 0
|
|
#mcrfpy.registerPyAction("testaction", self.click)
|
|
mcrfpy.registerPyAction("gridgen", self.gridgen)
|
|
#mcrfpy.registerPyAction("gridgen2", lambda: self.gridgen())
|
|
#mcrfpy.registerPyAction("animtest", lambda: self.createAnimation())
|
|
#mcrfpy.registerPyAction("animtest2", lambda: self.createAnimation2())
|
|
mcrfpy.registerPyAction("nextsp", lambda: self.changesprite(1))
|
|
mcrfpy.registerPyAction("prevsp", lambda: self.changesprite(-1))
|
|
mcrfpy.registerPyAction("skipsp", lambda: self.changesprite(16))
|
|
mcrfpy.unlockPlayerInput()
|
|
mcrfpy.setActiveGrid("demogrid")
|
|
self.gridgen()
|
|
self.updatehints()
|
|
mcrfpy.camFollow(True)
|
|
|
|
def itemguis(self):
|
|
print(self.player.inventory)
|
|
items = ["Green Keycard", "Blue Keycard", "Red Keycard", "Orange Keycard", "Devil Keycard"]
|
|
for mn in range(6, 11):
|
|
self.menus[mn].visible = items[mn-6] in self.player.inventory
|
|
mcrfpy.modMenu(self.menus[mn])
|
|
|
|
def animate_entity(self, direction, attacking=False):
|
|
if direction is None:
|
|
direction = self.entity_direction
|
|
else:
|
|
self.entity_direction = direction
|
|
|
|
dragon_sprite = 545 + (32 * (direction + (4 if attacking else 0)))
|
|
dragon_animation = [dragon_sprite + i for i in range((5 if attacking else 4))]
|
|
mcrfpy.createAnimation(
|
|
1.0, # duration, seconds
|
|
"demogrid", # parent: a UIMenu or Grid key
|
|
"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
|
|
0, # target id: integer index for menu or grid objs; None for grid/menu
|
|
"sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
|
|
lambda: self.animation_done("demobox1"), #callback: callable once animation is complete
|
|
False, #loop: repeat indefinitely
|
|
dragon_animation # values: iterable of frames for 'sprite', lerp target for others
|
|
)
|
|
|
|
orc_sprite = 1538 + (64 * (direction + (4 if attacking else 0)))
|
|
orc_animation = [orc_sprite + i for i in range((5 if attacking else 4))]
|
|
mcrfpy.createAnimation(
|
|
1.0, # duration, seconds
|
|
"demogrid", # parent: a UIMenu or Grid key
|
|
"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
|
|
1, # target id: integer index for menu or grid objs; None for grid/menu
|
|
"sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
|
|
lambda: self.animation_done("demobox1"), #callback: callable once animation is complete
|
|
False, #loop: repeat indefinitely
|
|
orc_animation # values: iterable of frames for 'sprite', lerp target for others
|
|
)
|
|
|
|
#def move_entity(self, targetgrid, entity_index, position):
|
|
# for i, g in enumerate(self.grids):
|
|
# if g.title == targetgrid:
|
|
# g.entities[entity_index].x = position[0]
|
|
# g.entities[entity_index].y = position[1]
|
|
# #pts = g.points
|
|
# g.visible = True
|
|
# mcrfpy.modGrid(g)
|
|
# self.grids = mcrfpy.listGrids()
|
|
# #self.grids[i].points = pts
|
|
# return
|
|
|
|
|
|
def changesprite(self, n):
|
|
self.sprite_index += n
|
|
self.menus[0].captions[0].text = f"Sprite #{self.sprite_index}"
|
|
self.menus[0].sprites[0].sprite_index = self.sprite_index
|
|
mcrfpy.modMenu(self.menus[0])
|
|
|
|
def click(self):
|
|
self.clicks += 1
|
|
self.menus[0].captions[0].text = f"Clicks: {self.clicks}"
|
|
self.menus[0].sprites[0].sprite_index = randint(0, 3)
|
|
mcrfpy.modMenu(self.menus[0])
|
|
|
|
def updatehints(self):
|
|
self.menus[2].captions[0].text=mcrfpy.activeGrid()
|
|
mcrfpy.modMenu(self.menus[2])
|
|
|
|
self.menus[3].captions[0].text=mcrfpy.inputMode()
|
|
mcrfpy.modMenu(self.menus[3])
|
|
#self.menus[4].captions[0].text=f"follow: {mcrfpy.camFollow()}"
|
|
|
|
self.menus[4].captions[0].text="following" if mcrfpy.camFollow() else "free"
|
|
mcrfpy.modMenu(self.menus[4])
|
|
|
|
self.menus[5].visible = not mcrfpy.camFollow()
|
|
mcrfpy.modMenu(self.menus[5])
|
|
|
|
|
|
def gridgen(self):
|
|
|
|
#print(f"[Python] modifying {len(self.grids[0].points)} grid points")
|
|
for p in self.grids[0].points:
|
|
#p.color = (randint(0, 255), randint(64, 192), 0)
|
|
p.color = (0,0,0)
|
|
p.walkable = False
|
|
p.transparent = False
|
|
|
|
room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(20)] + [(17, 3), (20,10) + (20,5)]
|
|
#room_centers.append((3, 5))
|
|
for r in room_centers:
|
|
# random hallway
|
|
target = choice(room_centers)
|
|
length1 = abs(target[0] - r[0])
|
|
|
|
xbase = min(target[0], r[0])
|
|
for x in range(length1):
|
|
gpoint = self.grids[0].at(x, r[1])
|
|
if gpoint is None: continue
|
|
gpoint.walkable = True
|
|
gpoint.transparent = True
|
|
gpoint.color = (192, 192, 192)
|
|
|
|
length2 = abs(target[1] - r[1])
|
|
ybase = min(target[1], r[1])
|
|
for y in range(length2):
|
|
gpoint = self.grids[0].at(r[0], y)
|
|
if gpoint is None: continue
|
|
gpoint.walkable = True
|
|
gpoint.transparent = True
|
|
gpoint.color = (192, 192, 192)
|
|
|
|
for r in room_centers:
|
|
#print(r)
|
|
room_color = (randint(16, 24)*8, randint(16, 24)*8, randint(16, 24)*8)
|
|
#self.grids[0].at(r[0], r[1]).walkable = True
|
|
#self.grids[0].at(r[0], r[1]).color = room_color
|
|
halfx, halfy = randint(2, 11), randint(2,11)
|
|
for p_x in range(r[0] - halfx, r[0] + halfx):
|
|
for p_y in range(r[1] - halfy, r[1] + halfy):
|
|
gpoint = self.grids[0].at(p_x, p_y)
|
|
if gpoint is None: continue
|
|
gpoint.walkable = True
|
|
gpoint.transparent = True
|
|
gpoint.color = room_color
|
|
#print()
|
|
|
|
#print("[Python] Modifying:")
|
|
self.grids[0].at(10, 10).color = (255, 255, 255)
|
|
self.grids[0].at(10, 10).walkable = False
|
|
self.grids[0].visible = True
|
|
mcrfpy.modGrid(self.grids[0])
|
|
#self.grids = mcrfpy.listGrids()
|
|
#print(f"Sent grid: {repr(self.grids[0])}")
|
|
#print(f"Received grid: {repr(mcrfpy.listGrids()[0])}")
|
|
|
|
def animation_done(self, s):
|
|
print(f"The `{s}` animation completed.")
|
|
#self.menus = mcrfpy.listMenus()
|
|
|
|
# if (!PyArg_ParseTuple(args, "fsssiOOO", &duration, &parent, &target_type, &target_id, &field, &callback, &loop_obj, &values_obj)) return NULL;
|
|
def createAnimation(self):
|
|
print(self.menus)
|
|
self.menus = mcrfpy.listMenus()
|
|
self.menus[0].w = 500
|
|
self.menus[0].h = 200
|
|
print(self.menus)
|
|
mcrfpy.modMenu(self.menus[0])
|
|
print(self.menus)
|
|
mcrfpy.createAnimation(
|
|
3.0, # duration, seconds
|
|
"demobox1", # parent: a UIMenu or Grid key
|
|
"menu", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
|
|
0, # target id: integer index for menu or grid objs; None for grid/menu
|
|
"size", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
|
|
lambda: self.animation_done("demobox1"), #callback: callable once animation is complete
|
|
False, #loop: repeat indefinitely
|
|
[150, 100] # values: iterable of frames for 'sprite', lerp target for others
|
|
)
|
|
|
|
def createAnimation2(self):
|
|
mcrfpy.createAnimation(
|
|
5,
|
|
"demobox1",
|
|
"sprite",
|
|
0,
|
|
"sprite",
|
|
lambda: self.animation_done("sprite change"),
|
|
False,
|
|
[0, 1, 2, 1, 2, 0]
|
|
)
|
|
|
|
def keytest():
|
|
print("Key tested.")
|
|
|
|
def keyregistration():
|
|
print("Registering 'keytest'")
|
|
mcrfpy.registerPyAction("keytest", keytest)
|
|
print("Registering input")
|
|
print(mcrfpy.registerInputAction(15, "keytest")) # 15 = P
|
|
|
|
mcrfpy.registerPyAction("player_move_up", lambda: scene.player.move(0, -1))
|
|
mcrfpy.registerPyAction("player_move_left", lambda: scene.player.move(-1, 0))
|
|
mcrfpy.registerPyAction("player_move_down", lambda: scene.player.move(0, 1))
|
|
mcrfpy.registerPyAction("player_move_right", lambda: scene.player.move(1, 0))
|
|
|
|
mcrfpy.registerInputAction(ord('w') - ord('a'), "player_move_up")
|
|
mcrfpy.registerInputAction(ord('a') - ord('a'), "player_move_left")
|
|
mcrfpy.registerInputAction(ord('s') - ord('a'), "player_move_down")
|
|
mcrfpy.registerInputAction(ord('d') - ord('a'), "player_move_right")
|
|
|
|
|
|
def start():
|
|
global scene
|
|
#print("TestScene.start called")
|
|
scene = TestScene()
|
|
mcrfpy.refreshFov()
|
|
|
|
|
|
scene.updatehints()
|