def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, colors): if fov_recompute: for y in range(game_map.height): for x in range(game_map.width): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = game_map.tiles[x][y].block_sight if visible: if wall: libtcod.console_set_char_background( con, x, y, COLORS.get('light_wall'), libtcod.BKGND_SET) else: libtcod.console_set_char_background( con, x, y, COLORS.get('light_ground'), libtcod.BKGND_SET) game_map.tiles[x][y].explored = True elif game_map.tiles[x][y].explored: if wall: libtcod.console_set_char_background( con, x, y, COLORS.get('dark_wall'), libtcod.BKGND_SET) else: libtcod.console_set_char_background( con, x, y, COLORS.get('dark_ground'), libtcod.BKGND_SET) # Draw all entities in the list entities_in_render_order = sorted(entities, key=lambda x: x.render_order.value) for entity in entities_in_render_order: draw_entity(con, entity, fov_map) libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0) libtcod.console_set_default_background(panel, libtcod.black) libtcod.console_clear(panel) y = 1 for message in message_log.messages: libtcod.console_set_default_foreground(panel, message.color) libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE, libtcod.LEFT, message.text) y += 1 render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)
def plot_poverty_breakdown(self): # Labels for training labels = self.data.loc[(self.data['Target'].notnull()) & (self.data['parentesco1'] == 1), ['Target', 'idhogar']] # Value counts of target label_counts = labels['Target'].value_counts().sort_index() f, ax = plt.subplots(figsize=(8, 6)) # Bar plot of occurrences of each label label_counts.plot.bar(figsize = (8, 6), color = COLORS.values(), edgecolor = 'k', linewidth = 2) # Formatting plt.xlabel('Poverty Level') plt.ylabel('Count') plt.xticks([x - 1 for x in POVERTY_MAPPING.keys()], list(POVERTY_MAPPING.values()), rotation = 30) plt.title('Poverty Level Breakdown') plt.tight_layout() # return as bytes image bytes_image = io.BytesIO() plt.savefig(bytes_image, format='png') bytes_image.seek(0) return bytes_image
def render_all(con, panels, entities, player, game_map, fov, message_log, game_state, camera): camera.move_camera(player, fov) if fov.recompute: fov.recompute = False fov.recompute_fov(player) libtcod.console_clear(con) for y in range(camera.height): for x in range(camera.width): (map_x, map_y) = (int(camera.x + x), int(camera.y + y)) visible = libtcod.map_is_in_fov(fov.map, map_x, map_y) wall = game_map.tiles[map_x][map_y].block_sight if visible: if wall: libtcod.console_set_char_background( con, x, y, COLORS.get('light_wall'), libtcod.BKGND_SET) else: libtcod.console_set_char_background( con, x, y, COLORS.get('light_ground'), libtcod.BKGND_SET) game_map.tiles[map_x][map_y].explored = True elif game_map.tiles[map_x][map_y].explored: if wall: libtcod.console_set_char_background( con, x, y, COLORS.get('dark_wall'), libtcod.BKGND_SET) else: libtcod.console_set_char_background( con, x, y, COLORS.get('dark_ground'), libtcod.BKGND_SET) # Draw all entities in the list entities_in_render_order = sorted(entities, key=lambda x: x.render.value) for entity in entities_in_render_order: draw_entity(con, entity, fov.map, camera) libtcod.console_blit(con, 0, 0, con.width, con.height, 0, 0, 0) for panel in panels: panel.draw(message_log) if game_state == GameStates.SHOW_INVENTORY: inventory_menu(con, player.inventory, 50)
def get_vodcast_color(): color = int(kodi.get_setting('vodcast_highlight')) color = COLORS.split('|')[color] return color.decode('utf-8')