mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-28 14:12:52 -06:00
112 lines
5.5 KiB
Python
112 lines
5.5 KiB
Python
"""
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This is just a sample code.
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LevelEditor, ObjectHandler, ObjectPalette should be rewritten
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to be game specific.
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You can define object template class inheriting ObjectBase
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to define properties shared by multiple object types.
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When you are defining properties
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you should specify their name, UI type, data type,
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update function, default value, and value range.
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Then you need implement ObjectPalette class inheriting ObjectPaletteBase,
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and in the populate function you can define ObjectPalette tree structure.
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"""
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from ObjectPaletteBase import *
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class ObjectProp(ObjectBase):
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def __init__(self, *args, **kw):
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ObjectBase.__init__(self, *args, **kw)
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self.properties['Abc'] =[OG.PROP_UI_RADIO, # UI type
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OG.PROP_STR, # data type
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None, # update function
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'a', # default value
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['a', 'b', 'c']] # value range
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class ObjectSmiley(ObjectProp):
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def __init__(self, *args, **kw):
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ObjectProp.__init__(self, *args, **kw)
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self.properties['123'] = [OG.PROP_UI_COMBO,
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OG.PROP_INT,
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None,
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1,
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[1, 2, 3]]
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class ObjectDoubleSmileys(ObjectProp):
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def __init__(self, *args, **kw):
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ObjectProp.__init__(self, *args, **kw)
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self.properties['Distance'] = [OG.PROP_UI_SLIDE,
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OG.PROP_FLOAT,
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('.updateDoubleSmiley',
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{'val':OG.ARG_VAL, 'obj':OG.ARG_OBJ}),
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# In this case, an update function for property is defined
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# so whenever you change the value of this property from UI
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# this update function will be called with these arguments.
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# OG.ARG_VAL will be replaced by the value from UI.
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# OG.ARG_OBJ will be replaced by object data structure.
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# When an update function is starting with .
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# it means this function belongs to the default objectHandler.
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1.0, [0, 10, 0.1]]
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class ObjectPalette(ObjectPaletteBase):
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def __init__(self):
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ObjectPaletteBase.__init__(self)
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def populate(self):
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# Create a group called 'Prop' in the ObjectPalette tree
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self.add('Prop')
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# Create a group called 'Double Smileys' under 'Prop' group
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self.add('Double Smileys', 'Prop')
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# Add an object type 'Smiley' which is inheriting ObjectSmiley template
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# and have following properties.
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self.add(ObjectSmiley(name='Smiley',
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model='models/smiley.egg',
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models=['models/smiley.egg',
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'models/frowney.egg',
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'models/jack.egg'],
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# when an object is just a simple geometry, you can define
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# model, and models like this
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# instead of defining createFunction
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properties={'Happy':[OG.PROP_UI_CHECK,
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OG.PROP_BOOL,
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None,
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True],
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'Number':[OG.PROP_UI_SPIN,
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OG.PROP_INT,
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('.updateSmiley',
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{'val':OG.ARG_VAL, 'obj':OG.ARG_OBJ}),
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1, [1, 10]],
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}),
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'Prop') # This object type will be added under the 'Prop' group.
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self.add(ObjectDoubleSmileys(name='H Double Smiley',
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createFunction = ('.createDoubleSmiley', {})),
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# When the createFunction is defined like this,
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# this function will be called to create the object.
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# When a create function is starting with .
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# it means this function belongs to the default objectHandler.
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'Double Smileys')
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self.add(ObjectDoubleSmileys(name='V Double Smiley',
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createFunction = ('.createDoubleSmiley', {'horizontal':False})),
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# You can specify argument for the create function, too
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'Double Smileys')
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self.add('Animal')
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self.add(ObjectBase(name='Panda',
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createFunction = ('.createPanda', {}),
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anims = ['models/panda-walk4.egg',],
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properties = {}),
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'Animal')
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self.add('BG')
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self.add(ObjectBase(name='Grass',
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createFunction = ('.createGrass', {}),
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properties = {}),
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'BG')
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