def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute if fov_recompute: fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) tile = map[x][y].sort if not visible: if map[x][y].explored: if tile == 'wall': libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) elif tile == 'metal1': libtcod.console_set_back(con, x, y, color_dark_metal1, libtcod.BKGND_SET) elif tile == 'metal2': libtcod.console_set_back(con, x, y, color_dark_metal2, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: if tile == 'wall': libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) elif tile == 'metal1': libtcod.console_set_back(con, x, y, color_light_metal1, libtcod.BKGND_SET) elif tile == 'metal2': libtcod.console_set_back(con, x, y, color_light_metal2, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) map[x][y].explored = True for object in objects: if object != player: object.draw() player.draw() libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 render_bar(1, 1, BAR_WIDTH, 'John\'s Oxygen', player.spaceman.oxygen, player.spaceman.max_oxygen, libtcod.light_red, libtcod.darker_red) render_bar(1, 3, BAR_WIDTH, 'Adam\'s Oxygen', npc.spaceman.oxygen, npc.spaceman.max_oxygen, libtcod.light_magenta, libtcod.darker_magenta) libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y) for object in objects: object.clear()
def render_all(): libtcod.map_compute_fov(path_map, player.x, player.y, 0, True, libtcod.FOV_SHADOW) libtcod.console_set_background_color(map_con, libtcod.black) libtcod.console_clear(map_con) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): if not libtcod.map_is_in_fov(path_map, x, y): if explore_map[x][y]: libtcod.console_set_back(map_con, x, y, tile_map[x][y].hidden_color, libtcod.BKGND_SET) else: libtcod.console_set_background_color(map_con, tile_map[x][y].vis_color) libtcod.console_set_foreground_color(map_con, tile_map[x][y].char_color) libtcod.console_put_char(map_con, x, y, tile_map[x][y].char, libtcod.BKGND_SET) explore_map[x][y] = True entities = items + creatures for entity in entities: entity.sprite.render() render_panel() render_inventory() blit_consoles()
def _printStats(self, console): c = self.coords[self._selectedX][self._selectedY] messages = [ (1, str(tcod.sys_get_fps()) + " FPS"), (2, "Coord: (" + str(self._selectedX)+","+str(self._selectedY)+")"), (3, "X-Offset: " + str(self._offsetX)), (4, "Y-Offset: " + str(self._offsetY)), (5, "Altitude: " + str(c.altitude)), (6, "Temp : " + str(c.temp)), (7, "Rain : " + str(c.rainfall)), (8, "Salinity: " + str(c.salinity)), (9, "Spring : " + str(c.hasSpring)), (10, "Water : " + str(c.depth)), (11, "Source : " + str(c.source)), (12, "Biome : " + str(c.biome.name))] tcod.console_set_foreground_color(console, tcod.Color(255,0,127)); tcod.console_set_background_color(console, tcod.Color(0,0,0)); for y, msg in messages: tcod.console_print_right(console, self._displayWidth-1, y, tcod.BKGND_NONE, msg) tcod.console_set_foreground_color(console, tcod.Color(255,255,255)); ###///////////////////////////////////////////////////////////////////////////////////////////////// ### EOF
def _printStats(self, console): c = self.coords[self._selectedX][self._selectedY] messages = [(1, str(tcod.sys_get_fps()) + " FPS"), (2, "Coord: (" + str(self._selectedX) + "," + str(self._selectedY) + ")"), (3, "X-Offset: " + str(self._offsetX)), (4, "Y-Offset: " + str(self._offsetY)), (5, "Altitude: " + str(c.altitude)), (6, "Temp : " + str(c.temp)), (7, "Rain : " + str(c.rainfall)), (8, "Salinity: " + str(c.salinity)), (9, "Spring : " + str(c.hasSpring)), (10, "Water : " + str(c.depth)), (11, "Source : " + str(c.source)), (12, "Biome : " + str(c.biome.name))] tcod.console_set_foreground_color(console, tcod.Color(255, 0, 127)) tcod.console_set_background_color(console, tcod.Color(0, 0, 0)) for y, msg in messages: tcod.console_print_right(console, self._displayWidth - 1, y, tcod.BKGND_NONE, msg) tcod.console_set_foreground_color(console, tcod.Color(255, 255, 255)) ###///////////////////////////////////////////////////////////////////////////////////////////////// ### EOF
def draw_messages(player, start_pos = 0): X, Y, W, H = 30, 40, 50, 10 libtcod.console_set_background_color(0, libtcod.black) libtcod.console_rect(0, X, Y, W, H, True, libtcod.BKGND_SET) libtcod.console_set_foreground_color(0, libtcod.white) if start_pos > 0: offset = 1 libtcod.console_print_left(0, X + 1, Y + 0, libtcod.BKGND_NONE, '? Too many messages; [any] to see more') else: offset = 0 try: for m, message in enumerate(player.message_log[start_pos:]): color = message.has_seen and libtcod.grey or libtcod.white libtcod.console_set_foreground_color(0, color) wrapped = wrap_text(message.text, W - 3, subsequent_indent = ' ') for line, text in enumerate(wrapped): if line == 0: if message.symbol1: libtcod.console_put_char_ex( 0, X + ((message.symbol2 is None) and 1 or 0), Y + offset, message.symbol1[0], message.symbol1[1] * (message.has_seen and 0.5 or 1), message.symbol1[2] * (message.has_seen and 0.5 or 1)) if message.symbol2: libtcod.console_put_char_ex( 0, X + 1, Y + offset, message.symbol2[0], message.symbol2[1] * (message.has_seen and 0.5 or 1), message.symbol2[2] * (message.has_seen and 0.5 or 1)) parsed_text, parse_data = parse_colors(text) libtcod.console_print_left(0, X + 3, Y + offset, libtcod.BKGND_NONE, parsed_text%parse_data) offset += 1 if offset >= H: if (not message.has_seen and line + 1 < len(wrapped)) or (m + 1 < len(player.message_log) and not player.message_log[start_pos+m+1].has_seen): raise TooManyMessages() else: raise LogIsFull() except LogIsFull: pass except TooManyMessages: draw_messages(player, start_pos + 1) return for message in player.message_log[start_pos:]: message.has_seen = True if start_pos > 0: libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) draw_messages(player)
def start_menu(): title.init_blood() libtcod.console_credits_reset() finished_libtcod_credits = False selection = 0 while True: title.update() libtcod.console_clear(0) title.draw_blood() title.draw_title() libtcod.console_set_background_color(0, libtcod.dark_grey) libtcod.console_rect(0, 24, 14, 32, 7, False, libtcod.BKGND_MULTIPLY) libtcod.console_set_foreground_color(0, libtcod.red) libtcod.console_print_center(0, 40, 15, libtcod.BKGND_NONE, "Brutal RL: Slaves to Slaughter") libtcod.console_set_foreground_color(0, libtcod.white) libtcod.console_print_left(0, 35, 17, libtcod.BKGND_NONE, "New Game") libtcod.console_print_left(0, 35, 18, libtcod.BKGND_NONE, "Load Game") libtcod.console_print_left(0, 35, 19, libtcod.BKGND_NONE, "Quit") libtcod.console_print_left(0, 33, 17 + selection, libtcod.BKGND_NONE, ">") libtcod.console_print_left(0, 45, 17 + selection, libtcod.BKGND_NONE, "<") if not finished_libtcod_credits: finished_libtcod_credits = libtcod.console_credits_render(65, 43, True) libtcod.console_flush() key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED) if key.vk == libtcod.KEY_ESCAPE: if selection == 2: raise SetState("quit") else: selection = 2 elif key.vk in DIRECTION_KEYS and DIRECTION_KEYS[key.vk][0] == 0: selection += DIRECTION_KEYS[key.vk][1] selection %= 3 elif key.vk in [libtcod.KEY_ENTER, libtcod.KEY_KPENTER]: raise SetState([new_game, load_game, "quit"][selection]) mouse = libtcod.mouse_get_status() if mouse.lbutton: title.set_full(mouse.cx, mouse.cy) elif mouse.rbutton: title.set_empty(mouse.cx, mouse.cy)
def draw_bar(x,y, width, current_val, max_val, full_color, empty_color): full_length = int(float(current_val)/max_val * width) libtcod.console_set_background_color(panel, empty_color) for i in range(width): libtcod.console_put_char(panel, x+i, y, ' ', libtcod.BKGND_SET) libtcod.console_set_background_color(panel, full_color) for i in range(full_length): libtcod.console_put_char(panel, x+i, y, ' ', libtcod.BKGND_SET)
def draw_hud(player): libtcod.console_set_foreground_color(0, libtcod.white) X, Y, W, H = 0, 40, 30, 10 libtcod.console_set_background_color(0, libtcod.black) libtcod.console_rect(0, X, Y, W, H, True, libtcod.BKGND_SET) libtcod.console_put_char_ex(0, X + 1, Y + 1, player.symbol, player.color, libtcod.black) libtcod.console_print_left(0, X + 3, Y + 1, libtcod.BKGND_NONE, player.name) libtcod.console_print_left(0, X + 1, Y + 8, libtcod.BKGND_NONE, 'In {:s}'.format(player.map.name)) for i in range(10): if i * player.max_health > player.health * 10: libtcod.console_put_char_ex(0, X + 1 + i, Y + 3, ' ', libtcod.black, libtcod.darker_red) elif (i+1) * player.max_health > player.health * 10: libtcod.console_put_char_ex(0, X + 1 + i, Y + 3, ' ', libtcod.black, libtcod.color_lerp(libtcod.darker_red, libtcod.red, 10.*player.health/player.max_health - i)) else: libtcod.console_put_char_ex(0, X + 1 + i, Y + 3, ' ', libtcod.black, libtcod.red) for i in range(10): if player.energy > i: libtcod.console_put_char_ex(0, X + 1 + i, Y + 4, 'O', libtcod.blue + libtcod.white * 0.2, libtcod.black) else: libtcod.console_put_char_ex(0, X + 1 + i, Y + 4, 'O', libtcod.desaturated_blue * 0.5, libtcod.black) libtcod.console_print_left(0, X + 12, Y + 3, libtcod.BKGND_NONE, 'MH: - {}'.format(player.mainhand and player.mainhand.name or '-')) if player.mainhand: libtcod.console_put_char_ex(0, X + 16, Y + 3, player.mainhand.symbol, player.mainhand.color, libtcod.black) libtcod.console_print_left(0, X + 12, Y + 4, libtcod.BKGND_NONE, 'OH: - {}'.format(player.offhand and player.offhand.name or player.mainhand and player.mainhand.wield_twohands and player.mainhand.name or '-')) if player.offhand: libtcod.console_put_char_ex(0, X + 16, Y + 4, player.offhand.symbol, player.offhand.color, libtcod.black) elif player.mainhand and player.mainhand.wield_twohands: libtcod.console_put_char_ex(0, X + 16, Y + 4, player.mainhand.symbol, player.mainhand.color, libtcod.black) libtcod.console_print_left(0, X + 12, Y + 5, libtcod.BKGND_NONE, 'AR: - {}'.format(player.wearing and player.wearing.name or '-')) if player.wearing: libtcod.console_put_char_ex(0, X + 16, Y + 5, player.wearing.symbol, player.wearing.color, libtcod.black) draw_messages(player)
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): # render a bar (HP, experience, etc). # first calculate the width of the bar bar_width = int(float(value) / maximum * total_width) # render the background first libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) # now render the bar on top libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) # finally, some centered text with the values libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum)) # show the player's stats libtcod.console_set_foreground_color(con, libtcod.white) libtcod.console_print_left(con, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE, 'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp) +' ')
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): float_value = float(value) float_max = float(maximum) bar_width = int((float_value/float_max)*total_width) #bar_width = int((float(value)/maximum) * total_width) libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width/2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum))
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): #render a bar (HP, experience, etc). first calculate the width of the bar bar_width = int(float(value) / maximum * total_width) #render the background first libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) #now render the bar on top libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) #finally, some centered text with the values libtcod.console_set_foreground_color(panel, libtcod.black) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum))
def renderBar(x, y, total_width, name, value, maximum, barColor, backColor): #Renders a status bar, first we calculate the width of it bar_width = int(float(value) / maximum * total_width) #render the background libtcod.console_set_background_color(panel, backColor) libtcod.console_rect(panel, x, y, total_width, 1, False) #Now render the top of the bar libtcod.console_set_background_color(panel, barColor) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) #text to denote what the bar is of libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width/2, y, libtcod.BKGND_NONE, name + ": " + str(value) + "/" + str(maximum))
def render_all(): global fov_recompute fov_recompute = True # go through all tiles, and set their background color according to the FOV if fov_recompute: # recompute FOV if needed (the player moved or something) fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = map[x][y].block_sight if not visible: # it's out of the player's FOV if map[x][y].explored: libtcod.console_put_char_ex(con, x, y, *map[x][y].render_data(False)) else: # it's visible libtcod.console_put_char_ex(con, x, y, *map[x][y].render_data(True)) mouse = libtcod.mouse_get_status() if x == mouse.cx and y == mouse.cy: libtcod.console_set_back(con, x, y, libtcod.yellow, libtcod.BKGND_SET) map[x][y].explored = True for object in objects: if libtcod.map_is_in_fov(fov_map, object.x, object.y): object.draw() player.draw() # prepare to render the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) # print the game messages, one line at a time y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 # show the player's stats render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.dark_green, libtcod.red) # display names of objects under the mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) # Display on main console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) # blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): #render a bar for tracking something. First comes width. bar_width = int(float(value) / maximum * total_width) #render the background first libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) #Now render the bar on top libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) #And some centered text with values for clarity libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum))
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): float_value = float(value) float_max = float(maximum) bar_width = int((float_value / float_max) * total_width) #bar_width = int((float(value)/maximum) * total_width) libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum))
def draw_blood(): libtcod.console_set_background_color(0, libtcod.black) libtcod.console_clear(0) for (x, y), value in MAP.iteritems(): if value != 0: right, left = MAP.get((x+1, y), 0) == 0, MAP.get((x-1,y), 0) == 0 if right and not left: libtcod.console_set_back(0, x, y, COLOR_LIGHTBLOOD, libtcod.BKGND_SET) elif left and not right: libtcod.console_set_back(0, x, y, COLOR_SHADOWBLOOD, libtcod.BKGND_SET) else: libtcod.console_set_back(0, x, y, COLOR_BLOOD, libtcod.BKGND_SET) libtcod.console_set_background_color(0, COLOR_BLOOD) libtcod.console_rect(0, 0, 0, WIDTH, 5, False, libtcod.BKGND_SET)
def renderBar(x, y, total_width, name, value, maximum, barColor, backColor): #Renders a status bar, first we calculate the width of it bar_width = int(float(value) / maximum * total_width) #render the background libtcod.console_set_background_color(panel, backColor) libtcod.console_rect(panel, x, y, total_width, 1, False) #Now render the top of the bar libtcod.console_set_background_color(panel, barColor) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) #text to denote what the bar is of libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ": " + str(value) + "/" + str(maximum))
def draw_map(player): libtcod.console_set_background_color(0, libtcod.black) libtcod.console_rect(0, 0, 0, 80, 40, True, libtcod.BKGND_SET) for x, y in player.fov.get_visible(): player.memory.update(x, y) libtcod.console_blit(player.memory.console, 0, 0, 80, 40, 0, 0, 0) for feature in player.fov.get_visible_features(): libtcod.console_put_char_ex(0, feature.x, feature.y, feature.symbol, feature.color_fore, feature.color_back) for item in player.fov.get_visible_items(): libtcod.console_set_fore(0, item.x, item.y, item.color) libtcod.console_set_char(0, item.x, item.y, item.symbol) for actor in player.fov.get_visible_actors(): libtcod.console_set_fore(0, actor.x, actor.y, actor.color) libtcod.console_set_char(0, actor.x, actor.y, actor.symbol)
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): global panel # render a bar (HP, experience, etc). First calculate the width of the bar bar_width = int(float(value) / maximum * total_width) # render the background first libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) # now render the bar on top libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) # finally, some centered text with the values libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum))
def render_panel(): libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #bar libtcod.console_set_foreground_color(panel, libtcod.white) for x in range(SCREEN_WIDTH): libtcod.console_put_char(panel, x, 0, '_', libtcod.BKGND_NONE) for y in range(PANEL_HEIGHT - 1): libtcod.console_put_char(panel, STATS_WIDTH, y+1, '|', libtcod.BKGND_NONE) #stats libtcod.console_print_left(panel, 1, 2, libtcod.BKGND_NONE, 'Level '+str(player.level)) libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE, 'Health: '+str(player.health)+'/'+str(player.max_health)) draw_bar(1, 4, STATS_WIDTH-2, player.health, player.max_health, libtcod.Color(255,0,0), libtcod.Color(128,0,0)) libtcod.console_print_left(panel, 1, 6, libtcod.BKGND_NONE, 'Exp: '+str(experience)+'/'+str(player.level*10)) draw_bar(1, 7, STATS_WIDTH-2, experience, player.level*10, libtcod.Color(0,255,255),libtcod.Color(0,64,64)) libtcod.console_print_left(panel, 1, 9, libtcod.BKGND_NONE, 'Strength: '+str(player.strength)+' (x'+str(player.weapon.power)+')') libtcod.console_print_left(panel, 1, 10, libtcod.BKGND_NONE, 'Agility: '+str(player.agility)) render_blotter()
def render_inventory(): libtcod.console_set_background_color(inv_con, libtcod.black) libtcod.console_clear(inv_con) libtcod.console_set_foreground_color(inv_con, libtcod.white) for y in range(MAP_HEIGHT): libtcod.console_put_char(inv_con, 0, y, '|', libtcod.BKGND_NONE) libtcod.console_print_left(inv_con, 2, 1, libtcod.BKGND_NONE, 'Inventory:') y = 3 for item_index in range(len(inventory)): if inv_select == item_index: libtcod.console_set_foreground_color(inv_con, libtcod.white) libtcod.console_put_char(inv_con, 2, y, '>', libtcod.BKGND_NONE) else: libtcod.console_set_foreground_color(inv_con, libtcod.Color(128,128,128)) libtcod.console_put_char(inv_con, 2, y, '-', libtcod.BKGND_NONE) name = inventory[item_index].name sprite = inventory[item_index].sprite libtcod.console_put_char(inv_con, 3, y, sprite.char, libtcod.BKGND_NONE) y += libtcod.console_print_left_rect(inv_con, 5, y, INVENTORY_WIDTH-4, 0, libtcod.BKGND_NONE, name)
def set_full(x, y): if y > 5: MAP[x, y] = N_STATES - 1 def set_empty(x, y): if y > 5: MAP[x, y] = 0 if __name__ == '__main__': init_blood() libtcod.console_set_custom_font('courier12x12_aa_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(WIDTH, HEIGHT, 'title screen sim', False) libtcod.sys_set_fps(60) libtcod.console_set_background_color(0, libtcod.black) while True: update() draw_blood() draw_title() libtcod.console_flush() key = libtcod.console_check_for_keypress() if key.vk == libtcod.KEY_ESCAPE: break
def render_all(): global color_light_wall, color_light_ground global color_dark_wall, color_dark_ground global fov_map, fov_recompute global player, map # draw the map if fov_recompute: # recompute FOV if needed (the player moved or something) fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) # go through all tiles, and set their background color according to the FOV for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = map[x][y].block_sight if not visible: # it's out of the player's FOV # if it's not visible right now, the player can only see it if it's explored if map[x][y].explored: if wall: libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: # it's visible # explore the tile since it is visible right now map[x][y].explored = True if wall: libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) # draw all objects in the list, except the player, we want it to # always appear over all the other objects! so it's drawn later. for object in objects: if object != player: object.draw() player.draw() # blit off-screen console to root one libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) # prepare to render the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) # print the game messages, one line at a time y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 # show the player's stats render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.dark_red) # mouse look command libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) # blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute if fov_recompute: #recompute FOV if needed (the player moved or something) fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) #go through all tiles, and set their background color for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = map[x][y].block_sight # #find doorways # for object in objects: # if object.x == x and object.y == y and object.door: # doorway = True # else: # doorway = False if not visible: #if it's not visible right now, the player can only see it if it's explored if map[x][y].explored: #it's out of the player's FOV if wall: libtcod.console_put_char_ex(con, x, y, '#', libtcod.white, libtcod.darker_grey) else: libtcod.console_put_char_ex(con, x, y, '.', libtcod.white, libtcod.darker_grey) else: #it's visible if wall: libtcod.console_put_char_ex(con, x, y, '#', libtcod.white, libtcod.desaturated_yellow) else: libtcod.console_put_char_ex(con, x, y, '.', libtcod.white, libtcod.desaturated_yellow) #since it's visible, explore it map[x][y].explored = True #draw all objects for object in objects: if object != player: if (object.stairs or object.door) and map[object.x][object.y].explored: libtcod.console_set_foreground_color(con, object.color) libtcod.console_put_char(con, object.x, object.y, object.char, libtcod.BKGND_NONE) else: object.draw() player.draw() #blit 'con' to '0' libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) #prepare to render the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #print the game messages, one line at a time y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 #show the player's stats render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) #display names of objects under the mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 2, libtcod.BKGND_NONE, 'Current floor: ' + str(current_floor)) #blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def put(self, x, y, ch, fg = 'white', bg = 'black'): libtcod.console_set_foreground_color( 0, self.colours[ fg ] ) libtcod.console_set_background_color( 0, self.colours[ bg ] ) libtcod.console_put_char( 0, x, y, ch, libtcod.BKGND_SET )
def clear(self): libtcod.console_set_foreground_color( 0, self.colours[ 'black' ] ) libtcod.console_set_background_color( 0, self.colours[ 'black' ] ) libtcod.console_clear(0)
def render_all(): global color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute if fov_recompute: #recompute FOV if needed (such as player movement or spellcasting or light or something) fov_recompute = True libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) #Go through tiles, set BG color for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = map[x][y].block_sight if not visible: #Even if it isn't visible it should be "remembered" if map[x][y].explored: #out of player FOV if wall: libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: #it is visible if wall: libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) map[x][y].explored = True #Draw all objects in the object list for object in objects: if object != player: object.draw() player.draw() #Blit the contents of the "con" console to the root console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) #prepare to render GUI panels libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #print the game messages one line at a time y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 #show player's stats render_bar(1, 1, BAR_WIDTH, 'HP', player.combat.hp, player.combat.max_hp, libtcod.light_red, libtcod.darker_red) libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE, 'Dungeon level ' + str(dungeon_level)) #Display names of things under mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) #blit the contents of the 'panel' to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render_all(): global color_light_wall, color_light_ground global color_dark_wall, color_dark_ground global fov_map, fov_recompute global player, map, dungeon_level, stairs # draw the map if fov_recompute: # recompute FOV if needed (the player moved or something) fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) # go through all tiles, and set their background color according to the FOV for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = map[x][y].block_sight if not visible: # it's out of the player's FOV # if it's not visible right now, the player can only see it if it's explored if map[x][y].explored: if wall: libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET ) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET ) else: # it's visible # explore the tile since it is visible right now map[x][y].explored = True if wall: libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET ) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET ) # draw all objects in the list, except the player, we want it to # always appear over all the other objects! so it's drawn later. for object in objects: if object != player: object.draw() player.draw() # blit off-screen console to root one libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) # prepare to render the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) # print the game messages, one line at a time y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 # show the player's stats render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.dark_red) # dungeon level libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE, 'Dungeon level ' + str(dungeon_level)) # mouse look command libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) # blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
libtcod.console_set_custom_font('terminal8x8_gs_as.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INCOL) libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'RogueQuestAdventure') map_con = libtcod.console_new(MAP_WIDTH, MAP_HEIGHT) panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT) game_over = libtcod.console_new(MAP_WIDTH, MAP_HEIGHT) inv_con = libtcod.console_new(INVENTORY_WIDTH, MAP_HEIGHT) inv_open = False inventory = [] inv_select = 0 took_turn = False libtcod.console_set_background_color(game_over, libtcod.black) libtcod.console_clear(game_over) libtcod.console_set_foreground_color(game_over, libtcod.white) libtcod.console_print_center(game_over, MAP_WIDTH/2, MAP_HEIGHT/2, libtcod.BKGND_NONE, 'Game Over') experience = 0 dungeon_level = 1 blotter = [[('You awaken in a mysterious dungeon.',libtcod.white)]] def descend(): global blotter global creatures global items global dungeon_level
def renderAll(): global fovMap, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fovRecompute if fovRecompute: #message("Recomputing the FOV", libtcod.orange) fovRecompute = False libtcod.map_compute_fov(fovMap, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fovMap, x, y) wall = map[x][y].block_sight visited = map[x][y].explored if not visible: if visited: #if a tile is not visible but it was visited, we still display it if wall: #message("Not visible and a wall", libtcod.orange) libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: #Once we see a tile it is considered explored map[x][y].explored = True #currently visible to the player if wall: #message("Visible and a wall", libtcod.orange) libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) else: #message("Visible and ground", libtcod.orange) libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) #draw all objects in the list for object in objects: if object != player: object.draw() #draw player last so it is always on top player.draw() #blit the contents of "con" to the root console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) #prepares the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #shows the players stats renderBar(1, 1, BAR_WIDTH, "HP", player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) #message(the game messages, one line at a time, libtcod.orange) y = 1 for (line, color) in gameMessages: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 #display names under the mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, getNamesUnderMouse()) #blit the panel to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def new_game(): global player_obj, current_map # , level_roster # libtcod.console_clear(memory_console) libtcod.console_set_background_color(0, libtcod.black) libtcod.console_set_foreground_color(0, libtcod.white) libtcod.console_clear(0) if config.QUICK_START: name = "Test Player" else: name = "" while True: libtcod.console_clear(0) libtcod.console_print_left( 0, 1, 1, libtcod.BKGND_NONE, "Enter your name (1-{} char):".format(MAX_NAME_LENGTH) ) libtcod.console_print_left(0, 1, 3, libtcod.BKGND_NONE, name) if len(name) < MAX_NAME_LENGTH: libtcod.console_put_char_ex(0, 1 + len(name), 3, libtcod.CHAR_BLOCK1, libtcod.white, libtcod.black) libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) if key.vk == libtcod.KEY_ESCAPE: raise SetState(start_menu()) elif key.vk in [libtcod.KEY_ENTER, libtcod.KEY_KPENTER] and name: break elif key.vk == libtcod.KEY_BACKSPACE and name: name = name[:-1] elif chr(key.c) in VALID_NAME_CHARS and len(name) < MAX_NAME_LENGTH: name += chr(key.c) player_obj = Player(name) if config.DEBUG_ITEMS: player_obj.inventory.add(items.PotionDebugHeal()) player_obj.inventory.add(items.ScrollDebugScrying()) player_obj.inventory.add(items.ScrollDebugTeleport()) knife = items.WeaponKnife() player_obj.inventory.add(knife) player_obj.mainhand = knife messages.set_player(player_obj) messages.Basic("Behold, <c=libtcod.red>brutality</c>!", symbol1=player_obj) messages.Basic("[?] to see controls.", symbol1="?") current_map = maps.TestMap() current_map.place_actor_random(player_obj) player_obj.memory = Memory(player_obj) # level_roster = [maps.MazeOfMeat, maps.MeatCaves, maps.Meatnasium] # temporary solution raise SetState(playing)
def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute, make_map if fov_recompute: #recompute FOV if needed (the player moved or something) fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) #go through all tiles, and set their background color according to the FOV for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) wall = map[x][y].block_sight if not visible: #if it's not visible right now, the player can only see it if it's explored if map[x][y].explored: if wall: libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: #it's visible if wall: libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET ) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET ) #since it's visible, explore it map[x][y].explored = True #draw all objects in the list, except the player. we want it to #always appear over all other objects! so it's drawn later. for object in objects: if object != player: object.draw() player.draw() #blit the contents of "con" to the root console libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) #prepare to render the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #print the game messages, one line at a time y = 0 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 #show the player's stats render_bar(1, 0, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) #render_bar(2, 0, BAR_WIDTH, 'MP', player.fighter.mp, player.fighter.mp, # libtcod.light_blue, libtcod.darker_blue) #blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, MAP_WIDTH, PANEL_HEIGHT, 0, 0, SCREEN_HEIGHT-PANEL_HEIGHT)
libtcod.console_init_root(width, height, "level generation tests", False) for generator, has_doors in ( (premade_maze, False), (premade_caves, False), (premade_caves, True), (premade_loops, False), (premade_rooms, False), (premade_rooms, True), (premade_rooms_hallways, False), (premade_rooms_hallways, True), (premade_rooms_caves, False), (premade_rooms_caves, True), ): libtcod.console_set_background_color(0, libtcod.black) map = generator(width, height) if has_doors: for (x, y) in get_door_locations(map): if random.random() > 0.5: map[x, y] = DOOR libtcod.console_clear(0) for (x, y), value in map.iteritems(): if value == FILLED and all(map.get((x + dx, y + dy), FILLED) == FILLED for (dx, dy) in ADJACENT): continue libtcod.console_put_char_ex(0, x, y, *feature_key[value]) libtcod.console_set_background_color(0, libtcod.darker_grey)
def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute if fov_recompute: fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) tile = map[x][y].sort if not visible: if map[x][y].explored: if tile == 'wall': libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) elif tile == 'metal1': libtcod.console_set_back(con, x, y, color_dark_metal1, libtcod.BKGND_SET) elif tile == 'metal2': libtcod.console_set_back(con, x, y, color_dark_metal2, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: if tile == 'wall': libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) elif tile == 'metal1': libtcod.console_set_back(con, x, y, color_light_metal1, libtcod.BKGND_SET) elif tile == 'metal2': libtcod.console_set_back(con, x, y, color_light_metal2, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) map[x][y].explored = True for object in objects: if object != player: object.draw() player.draw() libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) y = 1 for (line, color) in game_msgs: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 render_bar(1, 1, BAR_WIDTH, 'John\'s Oxygen', player.spaceman.oxygen, player.spaceman.max_oxygen, libtcod.light_red, libtcod.darker_red) render_bar(1, 3, BAR_WIDTH, 'Adam\'s Oxygen', npc.spaceman.oxygen, npc.spaceman.max_oxygen, libtcod.light_magenta, libtcod.darker_magenta) libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y) for object in objects: object.clear()
def renderAll(): global fovMap, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fovRecompute if fovRecompute: #message("Recomputing the FOV", libtcod.orange) fovRecompute = False libtcod.map_compute_fov(fovMap, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fovMap, x, y) wall = map[x][y].block_sight visited = map[x][y].explored if not visible: if visited: #if a tile is not visible but it was visited, we still display it if wall: #message("Not visible and a wall", libtcod.orange) libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: #Once we see a tile it is considered explored map[x][y].explored = True #currently visible to the player if wall: #message("Visible and a wall", libtcod.orange) libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) else: #message("Visible and ground", libtcod.orange) libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) #draw all objects in the list for object in objects: if object != player: object.draw() #draw player last so it is always on top player.draw() #blit the contents of "con" to the root console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) #prepares the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #shows the players stats renderBar(1, 1, BAR_WIDTH, "HP", player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) #message(the game messages, one line at a time, libtcod.orange) y=1 for(line, color) in gameMessages: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 #display names under the mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, getNamesUnderMouse()) #blit the panel to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)