Bladeren bron

rename gui into game module

Bastien Sevajol 6 jaren geleden
bovenliggende
commit
da08b885c2

opencombat/gui/__init__.py → opencombat/game/__init__.py Bestand weergeven


opencombat/gui/actor.py → opencombat/game/actor.py Bestand weergeven

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 from opencombat.exception import UnknownWeapon
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 from opencombat.exception import UnknownWeapon
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 from opencombat.exception import WrongMode
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 from opencombat.exception import WrongMode
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 from opencombat.exception import UnknownFiringAnimation
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 from opencombat.exception import UnknownFiringAnimation
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-from opencombat.gui.animation import ANIMATION_CRAWL
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-from opencombat.gui.animation import ANIMATION_WALK
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-from opencombat.gui.const import MODE_MAN_STAND_UP
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-from opencombat.gui.const import MODE_MAN_CRAWLING
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-from opencombat.gui.image import TileImageCacheManager
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-from opencombat.gui.weapon import RIFFLE
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-from opencombat.gui.weapon import WeaponImageApplier
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+from opencombat.game.animation import ANIMATION_CRAWL
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+from opencombat.game.animation import ANIMATION_WALK
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+from opencombat.game.const import MODE_MAN_STAND_UP
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+from opencombat.game.const import MODE_MAN_CRAWLING
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+from opencombat.game.image import TileImageCacheManager
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+from opencombat.game.weapon import RIFFLE
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+from opencombat.game.weapon import WeaponImageApplier
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 from opencombat.user_action import UserAction
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 from opencombat.user_action import UserAction
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 if typing.TYPE_CHECKING:
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 if typing.TYPE_CHECKING:
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-    from opencombat.gui.fire import GuiFiringEvent
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+    from opencombat.game.fire import GuiFiringEvent
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 MODE_DEFAULT = 'MODE_DEFAULT'
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 MODE_DEFAULT = 'MODE_DEFAULT'

opencombat/gui/animation.py → opencombat/game/animation.py Bestand weergeven


opencombat/gui/base.py → opencombat/game/base.py Bestand weergeven

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 from synergine2_cocos2d.middleware import MapMiddleware
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 from synergine2_cocos2d.middleware import MapMiddleware
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 from synergine2_cocos2d.util import PathManager
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 from synergine2_cocos2d.util import PathManager
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-from opencombat.gui.animation import ANIMATION_WALK
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-from opencombat.gui.animation import ANIMATION_CRAWL
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-from opencombat.gui.fire import GuiFiringEvent
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-from opencombat.gui.placement import SetSubjectPositionsInteraction
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-from opencombat.gui.state import SaveStateInteraction
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+from opencombat.game.animation import ANIMATION_WALK
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+from opencombat.game.animation import ANIMATION_CRAWL
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+from opencombat.game.fire import GuiFiringEvent
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+from opencombat.game.placement import SetSubjectPositionsInteraction
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+from opencombat.game.state import SaveStateInteraction
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 from opencombat.simulation.interior import InteriorManager
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 from opencombat.simulation.interior import InteriorManager
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 from opencombat.simulation.tmx import TileMap
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 from opencombat.simulation.tmx import TileMap
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 from opencombat.user_action import UserAction
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 from opencombat.user_action import UserAction
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 from opencombat.simulation.event import DieEvent
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 from opencombat.simulation.event import DieEvent
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 from opencombat.simulation.subject import ManSubject
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 from opencombat.simulation.subject import ManSubject
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 from opencombat.simulation.subject import TankSubject
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 from opencombat.simulation.subject import TankSubject
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-from opencombat.gui.actor import Man as ManActor
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-from opencombat.gui.actor import HeavyVehicle as HeavyVehicleActor
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+from opencombat.game.actor import Man as ManActor
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+from opencombat.game.actor import HeavyVehicle as HeavyVehicleActor
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 class EditLayer(BaseEditLayer):
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 class EditLayer(BaseEditLayer):
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         )
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         )
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     def before_run(self) -> None:
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     def before_run(self) -> None:
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-        from opencombat.gui.move import MoveActorInteraction
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-        from opencombat.gui.move import MoveFastActorInteraction
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-        from opencombat.gui.move import MoveCrawlActorInteraction
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-        from opencombat.gui.fire import FireActorInteraction
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+        from opencombat.game.move import MoveActorInteraction
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+        from opencombat.game.move import MoveFastActorInteraction
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+        from opencombat.game.move import MoveCrawlActorInteraction
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+        from opencombat.game.fire import FireActorInteraction
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         self.layer_manager.interaction_manager.register(
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         self.layer_manager.interaction_manager.register(
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             MoveActorInteraction,
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             MoveActorInteraction,

opencombat/gui/const.py → opencombat/game/const.py Bestand weergeven


opencombat/gui/fire.py → opencombat/game/fire.py Bestand weergeven

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 # coding: utf-8
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 # coding: utf-8
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 import typing
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 import typing
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-from opencombat.gui.actor import BaseActor
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+from opencombat.game.actor import BaseActor
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 from opencombat.simulation.event import DEFAULT_WEAPON_TYPE
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 from opencombat.simulation.event import DEFAULT_WEAPON_TYPE
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 from opencombat.simulation.fire import RequestFireBehaviour
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 from opencombat.simulation.fire import RequestFireBehaviour
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 from synergine2_cocos2d.interaction import BaseActorInteraction
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 from synergine2_cocos2d.interaction import BaseActorInteraction

opencombat/gui/image.py → opencombat/game/image.py Bestand weergeven

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 from opencombat.exception import UnknownFiringAnimation
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 from opencombat.exception import UnknownFiringAnimation
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 if typing.TYPE_CHECKING:
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 if typing.TYPE_CHECKING:
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-    from opencombat.gui.actor import BaseActor
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+    from opencombat.game.actor import BaseActor
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 class FiringImageCache(ImageCache):
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 class FiringImageCache(ImageCache):
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     ) -> None:
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     ) -> None:
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         super().__init__(actor, config)
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         super().__init__(actor, config)
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         self.firing_cache = FiringImageCache()
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         self.firing_cache = FiringImageCache()
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-        from opencombat.gui.actor import BaseActor
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+        from opencombat.game.actor import BaseActor
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         self.actor = typing.cast(BaseActor, self.actor)
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         self.actor = typing.cast(BaseActor, self.actor)
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         self.path_manager = PathManager(
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         self.path_manager = PathManager(
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             self.config.resolve('global.include_path.graphics'),
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             self.config.resolve('global.include_path.graphics'),

opencombat/gui/move.py → opencombat/game/move.py Bestand weergeven


opencombat/gui/placement.py → opencombat/game/placement.py Bestand weergeven


opencombat/gui/state.py → opencombat/game/state.py Bestand weergeven


opencombat/gui/weapon.py → opencombat/game/weapon.py Bestand weergeven

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 from synergine2_cocos2d.util import PathManager
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 from synergine2_cocos2d.util import PathManager
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 from opencombat.exception import UnknownWeapon
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 from opencombat.exception import UnknownWeapon
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-from opencombat.gui.const import MODE_MAN_STAND_UP
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-from opencombat.gui.const import MODE_MAN_CRAWLING
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+from opencombat.game.const import MODE_MAN_STAND_UP
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+from opencombat.game.const import MODE_MAN_CRAWLING
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 if typing.TYPE_CHECKING:
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 if typing.TYPE_CHECKING:
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-    from opencombat.gui.actor import BaseActor
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+    from opencombat.game.actor import BaseActor
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 RIFFLE = 'RIFFLE'
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 RIFFLE = 'RIFFLE'
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+ 1 - 1
opencombat/terminal/base.py Bestand weergeven

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         self.map_dir_path = map_dir_path
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         self.map_dir_path = map_dir_path
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     def run(self):
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     def run(self):
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-        from opencombat.gui.base import Game
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+        from opencombat.game.base import Game
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         self.gui = Game(
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         self.gui = Game(
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             self.config,
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             self.config,