GameModel holds the logic for the game. Since some data (object
position and so forth) is held in the fife, and would be pointless to
replicate, we hold a instance of the fife view here. This also prevents
us from just having a function heavy controller.
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checkAttributes(self,
attributes)
Checks for attributes that where not given in the map file and fills
them with values from the object database |
source code
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teleport(self,
agent,
position)
Called when a an agent is moved instantly to a new position. |
source code
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fife.Object
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fife.Location
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getCoords(self,
click)
Get the map location x, y coordinates from the screen coordinates |
source code
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isPaused(self)
Returns wheter the game is paused or not |
source code
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readMapFiles(self)
Read all a available map-files and store them |
source code
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readAllAgents(self)
Read the agents of the all_agents_file and store them |
source code
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clearAgents(self)
Resets the agents dictionary |
source code
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placeAgents(self)
Places the current maps agents |
source code
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placePC(self)
Places the PlayerCharacter on the map |
source code
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changeMap(self,
map_name,
target_position=None)
Registers for a map change on the next pump(). |
source code
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deleteMaps(self)
Clear all currently loaded maps from FIFE as well as clear our local
map cache |
source code
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boolean
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objectActive(self,
ident)
Given the objects ID, pass back the object if it is active, False if
it doesn't exist or not displayed |
source code
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readObjectDB(self)
Reads the Object Information Database from a file. |
source code
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getAgentImportFiles(self)
Searches the agents directory for import files |
source code
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getDialogues(self)
Searches the dialogue directory for dialogues |
source code
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Inherited from object:
__delattr__,
__format__,
__getattribute__,
__hash__,
__new__,
__reduce__,
__reduce_ex__,
__repr__,
__setattr__,
__sizeof__,
__str__,
__subclasshook__
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