Update game.py
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@@ -105,7 +105,7 @@ class GameWindow(ui.ScriptWindow):
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self.playerGauge = uiPlayerGauge.PlayerGauge(self)
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self.playerGauge = uiPlayerGauge.PlayerGauge(self)
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self.playerGauge.Hide()
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self.playerGauge.Hide()
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#wj 2014.1.2. ESC키를 누를 시 우선적으로 DropQuestionDialog를 끄도록 만들었다. 하지만 처음에 itemDropQuestionDialog가 선언되어 있지 않아 ERROR가 발생하여 init에서 선언과 동시에 초기화 시킴.
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#wj 2014.1.2. ESC key prioritizes closing DropQuestionDialog. However, itemDropQuestionDialog not initially declared, causing ERROR, so declared and initialized in init.
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self.itemDropQuestionDialog = None
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self.itemDropQuestionDialog = None
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self.__SetQuickSlotMode()
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self.__SetQuickSlotMode()
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@@ -214,7 +214,7 @@ class GameWindow(ui.ScriptWindow):
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exception.Abort("GameWindow.Open")
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exception.Abort("GameWindow.Open")
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# END_OF_START_GAME_ERROR_EXIT
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# END_OF_START_GAME_ERROR_EXIT
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# NPC가 큐브시스템으로 만들 수 있는 아이템들의 목록을 캐싱
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# Cache list of items that NPC can craft via cube system
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# ex) cubeInformation[20383] = [ {"rewordVNUM": 72723, "rewordCount": 1, "materialInfo": "101,1&102,2", "price": 999 }, ... ]
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# ex) cubeInformation[20383] = [ {"rewordVNUM": 72723, "rewordCount": 1, "materialInfo": "101,1&102,2", "price": 999 }, ... ]
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self.cubeInformation = {}
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self.cubeInformation = {}
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self.currentCubeNPC = 0
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self.currentCubeNPC = 0
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@@ -302,10 +302,10 @@ class GameWindow(ui.ScriptWindow):
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def __BuildKeyDict(self):
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def __BuildKeyDict(self):
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onPressKeyDict = {}
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onPressKeyDict = {}
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##PressKey 는 누르고 있는 동안 계속 적용되는 키이다.
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##PressKey continuously applies while key is held.
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## 숫자 단축키 퀵슬롯에 이용된다.(이후 숫자들도 퀵 슬롯용 예약)
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## Used for number shortcut quickslots (subsequent numbers also reserved for quickslots)
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## F12 는 클라 디버그용 키이므로 쓰지 않는 게 좋다.
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## F12 is client debug key, should not be used here.
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onPressKeyDict[app.DIK_1] = lambda : self.__PressNumKey(1)
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onPressKeyDict[app.DIK_1] = lambda : self.__PressNumKey(1)
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onPressKeyDict[app.DIK_2] = lambda : self.__PressNumKey(2)
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onPressKeyDict[app.DIK_2] = lambda : self.__PressNumKey(2)
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onPressKeyDict[app.DIK_3] = lambda : self.__PressNumKey(3)
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onPressKeyDict[app.DIK_3] = lambda : self.__PressNumKey(3)
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@@ -325,7 +325,7 @@ class GameWindow(ui.ScriptWindow):
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onPressKeyDict[app.DIK_SYSRQ] = lambda : self.SaveScreen()
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onPressKeyDict[app.DIK_SYSRQ] = lambda : self.SaveScreen()
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onPressKeyDict[app.DIK_SPACE] = lambda : self.StartAttack()
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onPressKeyDict[app.DIK_SPACE] = lambda : self.StartAttack()
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#캐릭터 이동키
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#Character movement keys
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onPressKeyDict[app.DIK_UP] = lambda : self.MoveUp()
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onPressKeyDict[app.DIK_UP] = lambda : self.MoveUp()
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onPressKeyDict[app.DIK_DOWN] = lambda : self.MoveDown()
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onPressKeyDict[app.DIK_DOWN] = lambda : self.MoveDown()
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onPressKeyDict[app.DIK_LEFT] = lambda : self.MoveLeft()
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onPressKeyDict[app.DIK_LEFT] = lambda : self.MoveLeft()
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@@ -572,12 +572,12 @@ class GameWindow(ui.ScriptWindow):
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self.TextureNum.SetFontName(localeInfo.UI_DEF_FONT)
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self.TextureNum.SetFontName(localeInfo.UI_DEF_FONT)
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self.TextureNum.SetPosition(wndMgr.GetScreenWidth() - 270, 100)
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self.TextureNum.SetPosition(wndMgr.GetScreenWidth() - 270, 100)
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# 오브젝트 그리는 개수
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# Number of rendered objects
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self.ObjectNum = ui.TextLine()
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self.ObjectNum = ui.TextLine()
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self.ObjectNum.SetFontName(localeInfo.UI_DEF_FONT)
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self.ObjectNum.SetFontName(localeInfo.UI_DEF_FONT)
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self.ObjectNum.SetPosition(wndMgr.GetScreenWidth() - 270, 120)
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self.ObjectNum.SetPosition(wndMgr.GetScreenWidth() - 270, 120)
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# 시야거리
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# View distance
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self.ViewDistance = ui.TextLine()
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self.ViewDistance = ui.TextLine()
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self.ViewDistance.SetFontName(localeInfo.UI_DEF_FONT)
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self.ViewDistance.SetFontName(localeInfo.UI_DEF_FONT)
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self.ViewDistance.SetPosition(0, 0)
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self.ViewDistance.SetPosition(0, 0)
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@@ -1331,7 +1331,7 @@ class GameWindow(ui.ScriptWindow):
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self.__DropMoney(attachedType, attachedMoney)
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self.__DropMoney(attachedType, attachedMoney)
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def __DropMoney(self, attachedType, attachedMoney):
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def __DropMoney(self, attachedType, attachedMoney):
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# PRIVATESHOP_DISABLE_ITEM_DROP - 개인상점 열고 있는 동안 아이템 버림 방지
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# PRIVATESHOP_DISABLE_ITEM_DROP - Prevent item dropping while private shop is open
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.DROP_ITEM_FAILURE_PRIVATE_SHOP)
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.DROP_ITEM_FAILURE_PRIVATE_SHOP)
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return
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return
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@@ -1353,7 +1353,7 @@ class GameWindow(ui.ScriptWindow):
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self.itemDropQuestionDialog = itemDropQuestionDialog
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self.itemDropQuestionDialog = itemDropQuestionDialog
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def __DropItem(self, attachedType, attachedItemIndex, attachedItemSlotPos, attachedItemCount):
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def __DropItem(self, attachedType, attachedItemIndex, attachedItemSlotPos, attachedItemCount):
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# PRIVATESHOP_DISABLE_ITEM_DROP - 개인상점 열고 있는 동안 아이템 버림 방지
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# PRIVATESHOP_DISABLE_ITEM_DROP - Prevent item dropping while private shop is open
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.DROP_ITEM_FAILURE_PRIVATE_SHOP)
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.DROP_ITEM_FAILURE_PRIVATE_SHOP)
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return
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return
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@@ -1485,7 +1485,7 @@ class GameWindow(ui.ScriptWindow):
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def UpdateDebugInfo(self):
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def UpdateDebugInfo(self):
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#
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#
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# 캐릭터 좌표 및 FPS 출력
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# Output character coordinates and FPS
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(x, y, z) = player.GetMainCharacterPosition()
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(x, y, z) = player.GetMainCharacterPosition()
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nUpdateTime = app.GetUpdateTime()
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nUpdateTime = app.GetUpdateTime()
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nUpdateFPS = app.GetUpdateFPS()
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nUpdateFPS = app.GetUpdateFPS()
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@@ -1648,22 +1648,22 @@ class GameWindow(ui.ScriptWindow):
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def BINARY_Cube_Close(self):
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def BINARY_Cube_Close(self):
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self.interface.CloseCubeWindow()
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self.interface.CloseCubeWindow()
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# 제작에 필요한 골드, 예상되는 완성품의 VNUM과 개수 정보 update
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# Update required gold, expected product VNUM and count information
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def BINARY_Cube_UpdateInfo(self, gold, itemVnum, count):
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def BINARY_Cube_UpdateInfo(self, gold, itemVnum, count):
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self.interface.UpdateCubeInfo(gold, itemVnum, count)
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self.interface.UpdateCubeInfo(gold, itemVnum, count)
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def BINARY_Cube_Succeed(self, itemVnum, count):
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def BINARY_Cube_Succeed(self, itemVnum, count):
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print "큐브 제작 성공"
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print "Cube crafting successful"
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self.interface.SucceedCubeWork(itemVnum, count)
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self.interface.SucceedCubeWork(itemVnum, count)
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pass
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pass
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def BINARY_Cube_Failed(self):
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def BINARY_Cube_Failed(self):
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print "큐브 제작 실패"
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print "Cube crafting failed"
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self.interface.FailedCubeWork()
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self.interface.FailedCubeWork()
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pass
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pass
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def BINARY_Cube_ResultList(self, npcVNUM, listText):
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def BINARY_Cube_ResultList(self, npcVNUM, listText):
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# ResultList Text Format : 72723,1/72725,1/72730.1/50001,5 이런식으로 "/" 문자로 구분된 리스트를 줌
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# ResultList Text Format: 72723,1/72725,1/72730.1/50001,5 - list separated by "/" character
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#print listText
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#print listText
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if npcVNUM == 0:
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if npcVNUM == 0:
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@@ -1764,7 +1764,7 @@ class GameWindow(ui.ScriptWindow):
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# END_OF_CUBE
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# END_OF_CUBE
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# 용혼석
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# Dragon Soul Stone
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def BINARY_Highlight_Item(self, inven_type, inven_pos):
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def BINARY_Highlight_Item(self, inven_type, inven_pos):
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self.interface.Highligt_Item(inven_type, inven_pos)
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self.interface.Highligt_Item(inven_type, inven_pos)
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