Beispiel #1
0
 def draw(self):
     if libtcod.map_is_in_fov(gameconfig.FOV_MAP, self.x, self.y):
         libtcod.console_set_default_foreground(self.con, self.color)
         libtcod.console_set_char_background(self.con, self.x, self.y,
                                             self.color, libtcod.BKGND_SET)
         libtcod.console_put_char(self.con, self.x, self.y, self.char,
                                  libtcod.BKGND_NONE)
Beispiel #2
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 def draw(self, console, x, y):
     x += (camera.Camera.X / 2)
     y += (camera.Camera.Y / 2)
     libtcod.console_set_char_background(console, x, y, self.backgroundColor, libtcod.BKGND_SET)
     if self.symbol and self.symbolColor:
         libtcod.console_set_default_foreground(console, self.symbolColor)
         libtcod.console_put_char(console, x, y, self.symbol, libtcod.BKGND_NONE)
def RenderEverything():
	player = None
	for ent in ActiveEntityList:
		if 'ControlledByPlayer' and 'CanSee' in ent.flags:
				player = ent
				break			
	#player = TestDummy
			
	for y in range(MAP_HEIGHT):
		for x in range(MAP_WIDTH):
			terraintile = Map[x][y]
			if player != None:
				canseetile = player.Vision.CanSee(x,y)
				
			if canseetile:
				libtcod.console_set_char_background(MainConsole,x,y,terraintile.bgcolour,libtcod.BKGND_SET)
				libtcod.console_set_default_foreground(MainConsole,terraintile.fgcolour)
				libtcod.console_put_char(MainConsole, x, y, terraintile.char, libtcod.BKGND_NONE)
			else:
				libtcod.console_set_char_background(MainConsole,x,y,terraintile.bgcolour*UNSEEN_TERRAIN_DARKNESS,libtcod.BKGND_SET)
				libtcod.console_set_default_foreground(MainConsole,terraintile.fgcolour*UNSEEN_TERRAIN_DARKNESS)
				libtcod.console_put_char(MainConsole, x, y, terraintile.char, libtcod.BKGND_NONE)

	for ent in ActiveEntityList:
		ent.Draw()

	DrawAllPaths(MainConsole)
	RenderGui()
	libtcod.console_blit(MainConsole, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
	libtcod.console_blit(GUIBottomConsole, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, GUI_BOTTOM_Y)
Beispiel #4
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def render_all():

    for entity in entities:
        entity.draw()

    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].block_sight
            if wall:
                libtcod.console_set_char_background(con, x, y, color_dark_wall,
                                                    libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(con, x, y,
                                                    color_dark_ground,
                                                    libtcod.BKGND_SET)

    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)

    global player
    render_bar(30, 1, BAR_WIDTH, 'HP', player.stats["health"], 100,
               libtcod.light_red, libtcod.darker_red)

    global events

    render_text(10, 3, "Inventory", player.inventory)
    render_text(5, 5, "Events", events)

    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
                         PANEL_Y)
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 = lcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                if visible or game_map.tiles[x][y].explored:
                    game_map.tiles[x][y].explored = True
                    if wall:
                        lcod.console_set_char_background(con, x, y, colors.get("dark_wall"), lcod.BKGND_SET)
                    else:
                        lcod.console_set_char_background(con, x, y, colors.get("dark_ground"), lcod.BKGND_SET)

    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)

    lcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    lcod.console_set_default_background(panel, lcod.black)
    lcod.console_clear(panel)

    y = 1
    for message in message_log.messages:
        lcod.console_set_default_foreground(panel, message.color)
        lcod.console_print_ex(panel, message_log.x, y, lcod.BKGND_NONE, lcod.LEFT, message.text)
        y += 1

    render_bar(panel, 1, 1, bar_width, "HP", player.fighter.hp, player.fighter.max_hp,
               lcod.light_red, lcod.darker_red)

    lcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)
def render(cmap):
    for y in range(screen_h):
        for x in range(screen_w):
            if cmap[x][y] == '#':
                libtcod.console_set_char_background(game_console, x, y, orange, libtcod.BKGND_SET)
            if cmap[x][y] == '!':
                libtcod.console_set_char_background(game_console, x, y, blue, libtcod.BKGND_SET)
Beispiel #7
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def get_targeting_radius(con, panel, x, y, entities, player, game_map, fov_map,
                         fov_recompute, message_log, screen_width,
                         screen_height, bar_width, panel_height, panel_y,
                         mouse, colors, game_state, camera, left_click,
                         right_click, animation_console):

    #여기서부터 커서
    libtcod.console_set_char_background(animation_console, x, y,
                                        libtcod.dark_yellow)
    libtcod.console_blit(animation_console, 0, 0, screen_width, screen_height,
                         0, 0, 0)
    libtcod.console_flush()

    #마우스 위치 변경 감지시 클리어

    if mouse.dcx != 0 or mouse.dcy != 0 or mouse.dcx != 0 and mouse.dcy != 0:
        libtcod.console_clear(animation_console)

    #왼클릭 올 오른클릭 감지시 좌표 리턴
    if handle_mouse(mouse).get('left_click'):
        left_click = (x, y)
        return left_click
    elif handle_mouse(mouse).get('right_click'):
        right_click = (x, y)
        return right_click
    #다음 좌표 변경까지 0.1초 대기(깜빡임 방지)
    sleep(0.1)
    libtcod.console_clear(animation_console)
Beispiel #8
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def target_monster(max_range=None):
    gui.message('Left-click on target, or right-click to cancel.', libtcod.light_cyan)
    #primitive function highlighting range. Ideally would be implemented in read-only attribute of tile

        
    rangemap = defn.fov_map
    libtcod.map_compute_fov(rangemap, defn.player.x, defn.player.y, max_range, defn.FOV_LIGHT_WALLS, defn.FOV_ALGO)
    
    #returns a clicked monster inside FOV up to a range, or None if right-clicked
    while True:

    
        (x, y) = target_tile(max_range)
            
        if x is None:  #player cancelled
            #remove highlight
            for y in range(defn.MAP_HEIGHT):
                for x in range(defn.MAP_WIDTH):
                    if libtcod.map_is_in_fov(rangemap, x, y):
                        libtcod.console_set_char_background(defn.con, x, y, defn.dungeon[x][y].color, libtcod.BKGND_SET)
            return None
 
        #return the first clicked creature, otherwise continue looping
        for obj in defn.dungeon[x][y].objects:
            if obj.creature:
                return obj
def target_tile(actor, max_range=None):
    """
    Return the position of a tile left-clicked in player's FOV
    (optionally in a range), or (None,None) if right-clicked.
    """
    (key, mouse) = poll()
    (ox, oy) = (mouse.cx, mouse.cy)
    using_mouse = False
    using_keyboard = False
    (kx, ky) = renderer.ScreenCoords.fromWorldCoords(actor.camera_position,
                                                     actor.pos)
    pos = None

    while True:
        # Render the screen. This erases the inventory and shows
        # the names of objects under the mouse.
        libtcod.console_flush()
        (key, mouse) = poll()
        renderer.render_all(actor, (kx, ky))
        actor.current_map.fov_needs_recompute = False
        if (mouse.cx != ox or mouse.cy != oy):
            using_mouse = True
            using_keyboard = False
        (key_pressed, direction, shift) = parse_move(key)
        if key_pressed:
            using_keyboard = True
            if using_mouse:
                (ox, oy) = (mouse.cx, mouse.cy)
            using_mouse = False
            if direction:
                kx += direction.x
                ky += direction.y

        if using_mouse:
            (kx, ky) = (mouse.cx, mouse.cy)
        pos = renderer.ScreenCoords.toWorldCoords(actor.camera_position, (kx, ky))
        libtcod.console_set_default_background(renderer._overlay, libtcod.black)
        libtcod.console_clear(renderer._overlay)
        (ux, uy) = renderer.ScreenCoords.fromWorldCoords(actor.camera_position,
                                                         actor.pos)
        libtcod.line_init(ux, uy, kx, ky)

        nx, ny = libtcod.line_step()
        while ((not (nx is None)) and nx >= 0 and ny >= 0 and
               nx < config.MAP_PANEL_WIDTH and
               ny < config.MAP_PANEL_HEIGHT):
            libtcod.console_set_char_background(renderer._overlay, nx, ny, libtcod.sepia, libtcod.BKGND_SET)
            nx, ny = libtcod.line_step()

        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            libtcod.console_clear(renderer._overlay)
            return None

        # Accept the target if the player clicked in FOV
        # and within the range specified.
        if ((mouse.lbutton_pressed or key.vk == libtcod.KEY_ENTER) and
                libtcod.map_is_in_fov(actor.current_map.fov_map, pos.x, pos.y) and
                (max_range is None or actor.distance(pos) <= max_range)):
            libtcod.console_clear(renderer._overlay)
            return pos
Beispiel #10
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def render_top_down():
	for y in range(MAP_HEIGHT):
		for x in range(MAP_WIDTH):
			z = -1

			for zDepth in xrange(MAP_DEPTH - 1, -1, -1): #Drop a line down on each square, compute if we can see that based on previously processed squares
				if map[x][y][zDepth].block_sight:
					z = zDepth
					break

			print str((x, y, z))

			if z != -1:
				tile = map[x][y][z]
				r, g, b = tile.light_color #If player can see more than 1 adjacent? tile in that z-depth, it's a wall
				r += z
				g += z
				b += z
				libtcod.console_set_char_background(con, x, y, libtcod.Color(r, g, b), libtcod.BKGND_SET)

			else:
				libtcod.console_set_char_background(con, x, y, libtcod.Color(0, 0, 0), libtcod.BKGND_SET)

	#Draw player
	for object in objects:
		object.draw()

	#blit the contents of "con" to the root console
	libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
Beispiel #11
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	def recompute_fov(self, clear_all=False):
		x,y = self.map.map_entrance
		if self.player is not None:
			x,y = self.player.pos

		libtcod.map_compute_fov(
			self.fov_map, x,y,
				player.Player.torch_radius, self.fov_light_walls, self.fov_algo
		)

		for x,y, cell in self.map.iter_cells_with_coords():
			visible = libtcod.map_is_in_fov(self.fov_map, x,y)
			if visible and not cell.explored:
				cell.explored = True

			color = libtcod.black
			#if True:
			if cell.explored:
				wall = cell.block_sight
				walkable = not cell.blocked

				if wall or walkable:
					color = {
						True: {True: self.color_light_wall, False: self.color_light_ground},
						False: {True: self.color_dark_wall, False: self.color_dark_ground}
					}[visible][wall]
				elif not walkable:
					color = libtcod.Color(100,100,200)

			if cell.explored or clear_all:
				libtcod.console_set_char_background(self.con, x, y, color, libtcod.BKGND_SET)
 def move(self, new):
     libtcod.console_set_char_foreground(0, self.x + self.cursor_pos,
                                         self.y, WHITE)
     libtcod.console_set_char_background(0, self.x + self.cursor_pos,
                                         self.y, BLACK)
     self.flush = True
     self.putCursor(new)
Beispiel #13
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def tint_tile(coordinates, color, console):
    """Multiplies background color of one tile by another color. Does not affect foreground"""
    #Define location
    x0 = coordinates[0]
    x1 = coordinates[1]
    #Modify the background color
    lib.console_set_char_background(console, x0, x1, color, lib.BKGND_MULTIPLY)
Beispiel #14
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def render_conway_sim(sim):
    for x in range(sim.width):
        for y in range(sim.height):
            if sim[x, y]:
                if sim.color: color = sim[x, y]
                else: color = tcod.green
                tcod.console_set_char_background(0, x, y, color)
Beispiel #15
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def _draw_fov_using_terrain(player):
    """
    Overly optimized: this code inlines Map.terrain_at(), Map.is_explored(),
    and ScreenCoords.toWorldCoords() in order to get a 2.5x speedup on
    large maps.
    """
    libtcod.console_clear(_con)
    current_map = player.current_map
    pos = algebra.Location(0, 0)
    for screen_y in range(min(current_map.height, config.MAP_PANEL_HEIGHT)):
        pos.set(player.camera_position.x, player.camera_position.y + screen_y)
        for screen_x in range(min(current_map.width, config.MAP_PANEL_WIDTH)):
            # pos = ScreenCoords.toWorldCoords(player.camera_position, (screen_x, screen_y))
            visible = libtcod.map_is_in_fov(current_map.fov_map, pos.x, pos.y)
            # terrain = current_map.terrain_at(pos)
            terrain = map.terrain_types[current_map.terrain[pos.x][pos.y]]
            if not visible:
                # if current_map.is_explored(pos):
                if current_map._explored[pos.x][pos.y]:
                    libtcod.console_set_char_background(_con, screen_x, screen_y,
                                                        terrain.unseen_color, libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(_con, screen_x, screen_y,
                                                    terrain.seen_color, libtcod.BKGND_SET)
                current_map.explore(pos)
            pos.x += 1
Beispiel #16
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def render_all():
    global color_light_wall
    global color_light_ground

    #go through all tiles, and set their background color

    render_score()

    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            if map[x][y].blocked:
                libtcod.console_set_char_background(con, x, y, color_dark_wall,
                                                    libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(con, x, y,
                                                    color_dark_ground,
                                                    libtcod.BKGND_SET)

    #draw all objects in the list
    for object in objects:

        if (object.move(*object.direction)):
            objects.remove(object)
        else:
            check_collide(object)

            object.draw()

    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
Beispiel #17
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    def render(self):
        self.gamemap.fov.recompute()

        for x in range(self.gamemap.width):
            for y in range(self.gamemap.height):
                tile = self.gamemap.map[x][y]
                wall = tile.block_sight
                if not self.gamemap.fov.visible(x, y):
                    if tile.explored:
                        libtcod.console_set_char_background(
                            self.panel, x, y, tile.shroud_bg_color,
                            libtcod.BKGND_SET)
                        libtcod.console_set_default_foreground(
                            self.panel, tile.shroud_fg_color)
                        libtcod.console_put_char(self.panel, x, y,
                                                 tile.character,
                                                 libtcod.BKGND_NONE)
                else:
                    libtcod.console_set_char_background(
                        self.panel, x, y, tile.bg_color, libtcod.BKGND_SET)
                    libtcod.console_set_default_foreground(
                        self.panel, tile.fg_color)
                    libtcod.console_put_char(self.panel, x, y, tile.character,
                                             libtcod.BKGND_NONE)

                    self.gamemap.map[x][y].explored = True

        self.player.render(self.panel)
Beispiel #18
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def draw_rectangle(console, color, x, y, width, height=None, flags=tcod.BKGND_SET):
    """Draw a rectangle on target console. If height is not provided, draw a square by default"""

    if height is None:
        height = width
    for _y in xrange(y, y + height):
        for _x in xrange(x, x + width):
            tcod.console_set_char_background(console, _x, _y, color, flags)
Beispiel #19
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	def render(self, console: tcod.console.Console):
		for y in range(self.height):
			for x in range(self.width):
				wall = self.tiles[x][y].block_sight
				if wall: 
					libtcod.console_set_char_background(console, x, y, color_dark_wall, libtcod.BKGND_SET)
				else:
					libtcod.console_set_char_background(console, x, y, color_dark_ground, libtcod.BKGND_SET)
Beispiel #20
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def clear_target(cursor, crange, size):
	if crange > 0:
		#clear the highlighted range
		for tile in circle(player.x, player.y, crange):
			libtcod.console_set_char_background(con, tile[0], tile[1], libtcod.black, flag=libtcod.BKGND_SET)
	for tile in circle(cursor.x, cursor.y, size):
		#clear the reticle itself
		libtcod.console_set_char_background(con, tile[0], tile[1], libtcod.black, flag=libtcod.BKGND_SET)
Beispiel #21
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    def setBgColor(self, x, y, col, flag):
        screenX = x + self.x + 1
        screenY = y + self.y + 1

        if isinstance(col, type(b"")):
            col = getattr(libtcod, col)

        libtcod.console_set_char_background(self.console, screenX, screenY, col, flag)
Beispiel #22
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def render_all():
	global fov_recompute
	
	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 map[x][y].explored:
					if wall:
						libtcod.console_put_char_ex(con, x, y, wall_tile, libtcod.grey, color_dark_ground)
					else:
						libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
			else:
				if wall:
					libtcod.console_put_char_ex(con, x, y, wall_tile, libtcod.white, color_light_ground)
				else:
					libtcod.console_set_char_background(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, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
	
	if fov_recompute:
		fov_recompute = False
		libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)

	libtcod.console_set_default_foreground(con, libtcod.white)
	
	libtcod.console_set_default_background(panel, libtcod.black)
	libtcod.console_clear(panel)
	
	#messages
	y = 1
	for (line, color) in game_msgs:
		libtcod.console_set_default_foreground(panel, color)
		libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
		y += 1
	
	#health bar
	render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)
	
	#mana bar
	render_bar(1, 3, BAR_WIDTH, 'Mana', player.fighter.mana, player.fighter.max_mana, libtcod.light_blue, libtcod.darker_blue)
	
	#current dungeon level
	libtcod.console_print_ex(panel, 1, 5, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level))
	
	#names of objects under mouse
	libtcod.console_set_default_foreground(panel, libtcod.light_gray)
	libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())
	
	libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
Beispiel #23
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def get_neighbors(size, x, y):
    neighbors = 0
    libtcod.console_set_char_background(con, x, y, libtcod.red, libtcod.BKGND_SET)
    for new_x in xrange(x - size, x + size):
        for new_y in xrange(y - size, y + size):
            for tree in trees:
                if tree.x == new_x and tree.y == new_y:
                    neighbors += 1
    return neighbors
Beispiel #24
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 def updateConsole(self):
     for x in range(self.width):
         for y in range(self.height):
             c = self.cells[x][y]
             col = c.state.colour
             libtcod.console_set_char_background(self.console, x, y, col)
     if self._showFrame:
         libtcod.console_print(self.console, 0, self.height - 1,
                               "Frame: " + str(self.frame))
Beispiel #25
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def drawPlayers(player, visibleOffsetX, visibleOffsetY):    
    playerX, playerY = player.GetLocation()
    visible, screenX, screenY = getScreenCoordinates(playerX, playerY, visibleOffsetX, visibleOffsetY)
    if (visible == False):
        # cannot see me :)
        return    
    
    libtcod.console_put_char(0, screenX, screenY, '@',libtcod.BKGND_NONE)
    libtcod.console_set_char_background(0, screenX, screenY, libtcod.black, libtcod.BKGND_SET)
Beispiel #26
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def drawCar(car, visibleOffsetX, visibleOffsetY, backgroundColor):
    visible, screenX, screenY = getScreenCoordinates(car.X, car.Y, visibleOffsetX, visibleOffsetY)
    if (visible == False):
        # cannot see me :)
        return

    libtcod.console_put_char(0, screenX, screenY, car.DisplayChar, libtcod.BKGND_NONE)
    libtcod.console_set_char_foreground(0, screenX, screenY, car.DisplayColor)
    libtcod.console_set_char_background(0, screenX, screenY, backgroundColor, libtcod.BKGND_SET)
	def DrawPath(self,console):
		for i in range(0,libtcod.dijkstra_size(self.currentpath)):
			if not i == libtcod.dijkstra_size(self.currentpath)-1:
				x,y = libtcod.dijkstra_get(self.currentpath,i)
				libtcod.console_set_default_background(console,libtcod.yellow)
				libtcod.console_put_char(console, x, y, '=', libtcod.BKGND_SET)
			else:
				x,y = libtcod.dijkstra_get(self.currentpath,i)
				libtcod.console_set_char_background(console, x, y, libtcod.blue,libtcod.BKGND_SET)
Beispiel #28
0
def render_all():  # draw to the screen
    libtcod.console_clear(0)
    for y in range(SCREEN_HEIGHT):
        for x in range(SCREEN_WIDTH):
            wall = map[x][y].block_sight
            if wall:
                libtcod.console_set_char_background(0, x, y,
                                                    libtcod.darkest_gray)
            else:
                libtcod.console_set_char_background(0, x, y, libtcod.dark_gray)
Beispiel #29
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def draw_all_tiles():
    for tile in TILES:
        tcod.console_set_char_foreground(ITEM_WINDOW,
                                         TILES.keys().index(tile), 0,
                                         TILES[tile]['color'][0])
        tcod.console_set_char_background(ITEM_WINDOW,
                                         TILES.keys().index(tile), 0,
                                         TILES[tile]['color'][1])
        tcod.console_set_char(ITEM_WINDOW,
                              TILES.keys().index(tile), 0, TILES[tile]['icon'])
Beispiel #30
0
def highlight_mouse_position():
    # mouse is updated in game.handle_keys, so we don't need to update it
    (x, y) = (ui.mouse.cx, ui.mouse.cy)
    if x < MAP_WIDTH and y < MAP_HEIGHT:
        map_x = x + camera_x
        map_y = y + camera_y
        if tcod.map_is_in_fov(terrain.map.fov_map, map_x, map_y):
            global prev_mouse_pos
            prev_mouse_pos = (x, y)
            tcod.console_set_char_background(con, x, y, MOUSE_HIGHLIGHT_COLOR)
def render_all(con, entities, game_map, fov_map, fov_recompute, screen_width,
               screen_height, colors, player):
    # Draws all the tiles in a map
    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_default_foreground(
                            con, libtcod.black)
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_wall'),
                            libtcod.BKGND_SET)
                        libtcod.console_put_char(con, x, y, '#',
                                                 libtcod.BKGND_NONE)
                    else:
                        libtcod.console_set_default_foreground(
                            con, libtcod.black)
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_ground'),
                            libtcod.BKGND_SET)
                        libtcod.console_put_char(con, x, y, '.',
                                                 libtcod.BKGND_NONE)
                    game_map.tiles[x][y].explored = True
                else:
                    if game_map.tiles[x][y].explored:
                        if wall:
                            libtcod.console_set_default_foreground(
                                con, libtcod.black)
                            libtcod.console_set_char_background(
                                con, x, y, colors.get('dark_wall'),
                                libtcod.BKGND_SET)
                            libtcod.console_put_char(con, x, y, 178,
                                                     libtcod.BKGND_NONE)
                        else:
                            libtcod.console_set_default_foreground(
                                con, libtcod.black)
                            libtcod.console_set_char_background(
                                con, x, y, colors.get('dark_ground'),
                                libtcod.BKGND_SET)
                            libtcod.console_put_char(con, x, y, 176,
                                                     libtcod.BKGND_NONE)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('unexplored'),
                            libtcod.BKGND_SET)

    # Draws all entities on top of the tiles
    for entity in entities:
        draw_entity(con, entity, fov_map, colors)
    draw_UI(con, player, screen_width, screen_height)

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)
Beispiel #32
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def render_all():
    global game_msgs, fov_recompute, dis_x, dis_y
    #draw all the map
    
    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)
            if visible:
                libtcod.console_set_char_background(con, x, y, libtcod.darkest_grey, libtcod.BKGND_SET)
                map[x][y].draw(x,y)
            else:
                libtcod.console_set_char_background(con, x, y, libtcod.black, libtcod.BKGND_SET)   
                libtcod.console_put_char(con, x, y, ' ', libtcod.BKGND_NONE)
    
                

    #draw all objects in the list
    for object in objects:
        if object != player:
            object.draw()
    player.draw()
  
    fov_recompute = True    
    
    #blit the contents of "con" to the root console and present it
    #calculate the player point
    dis_x = player.x - DISPLAY_WIDTH / 2
    dis_y = player.y - DISPLAY_HEIGHT / 2
    if dis_x < 0:
        dis_x = 0
    elif dis_x > MAP_WIDTH - DISPLAY_WIDTH:
        dis_x = MAP_WIDTH - DISPLAY_WIDTH
    if dis_y < 0:
        dis_y = 0
    elif dis_y > MAP_HEIGHT - DISPLAY_HEIGHT:
        dis_y = MAP_HEIGHT - DISPLAY_HEIGHT 
    libtcod.console_blit(con, dis_x, dis_y, DISPLAY_WIDTH, DISPLAY_HEIGHT, 0, 0, 0)
    
    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)
    #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)
    #show message right the bar
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
        y += 1
    libtcod.console_blit(panel, 0 , 0, SCREEN_WIDTH, PANEL_HEIGHT, 0 ,0, PANEL_Y)
    #show message at panel2
    panel2_display()
Beispiel #33
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def render_all(objects, dongeon, con):
    for obj in objects:
        obj.draw(con)
    
    for y in range(dongeon.map_height):
        for x in range(dongeon.map_width):
            wall = dongeon.map[x][y].block_sight
            if wall:
                libtcod.console_set_char_background(con, x, y, dongeon.color_dark_wall, libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(con, x, y, dongeon.color_dark_ground, libtcod.BKGND_SET)
Beispiel #34
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def draw_target(cursor, size=1, maxrange=None):
	global hint
	#draw reticle of stated size
	if maxrange > 0:
		for tile in circle(player.x, player.y, maxrange):
			libtcod.console_set_char_background(con, tile[0], tile[1], libtcod.darkest_red, flag=libtcod.BKGND_LIGHTEN)
	
	for tile in circle(cursor.x, cursor.y, size):
		libtcod.console_set_char_background(con, tile[0], tile[1], libtcod.darkest_yellow, flag=libtcod.BKGND_ADD)
		
	hint = get_names(cursor.x, cursor.y)
Beispiel #35
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def apply_fade_effects(con):
    for e in fade_effects[:]:
        (x, y, color, time) = e

        e[3] -= 1
        if e[3] <= 0:
            fade_effects.remove(e)

        tcod.console_set_char_background(
            con, x, y,
            color * (float(time) / EFFECT_FADE_TIME))
Beispiel #36
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def _draw_unseen(player, screen_x, screen_y, pos, terrain, icon):
    global _con
    current_map = player.current_map
    sc = terrain.unseen_color
    if not sc:
        sc = map.region_colors_unseen[current_map.region_terrain[current_map.region[pos.x][pos.y]]]
    libtcod.console_set_char_background(_con, screen_x, screen_y, sc, libtcod.BKGND_SET)
    # _debug_region(current_map, screen_x, screen_y, pos)
    if icon:
        libtcod.console_set_char_foreground(_con, screen_x, screen_y, terrain.icon_color)
        libtcod.console_set_char(_con, screen_x, screen_y, icon)
Beispiel #37
0
 def refresh_gui_background(self, gui):
     libtcod.console_clear(gui)
     for x in xrange(self.SCREEN_WIDTH):
         for y in xrange(self.SCREEN_HEIGHT):
             libtcod.console_set_char_background(gui, x, y, libtcod.Color(100, 100, 100))
     if self.paused == True:
         pause_text = "***PAUSED***"
         for x in xrange(12):
             libtcod.console_set_char_background(gui, self.CAMERA_WIDTH-15+x, 0, libtcod.Color(100, 100, 200))
             libtcod.console_put_char(gui, self.CAMERA_WIDTH-15+x, 0, pause_text[x], libtcod.BKGND_NONE)
             libtcod.console_set_char_foreground(gui, self.CAMERA_WIDTH-15+x, 0, libtcod.Color(255, 255, 255))
Beispiel #38
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def render_all(map):
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].block_sight
            if wall:
                libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
    for worldobj in worldobjs:
        worldobj.draw()

    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
Beispiel #39
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def renderOverlay():
    global mouse
    mouseX = mouse.cx
    mouseY = mouse.cy
    if running:
        libtcod.console_print(0, 0, 0, "Running")

    libtcod.console_print(0, 0, 1,
                          "Mouse at [" + str(mouseX) + "," + str(mouseY) + "]")
    libtcod.console_set_char_background(0, mouseX, mouseY,
                                        libtcod.lightest_lime,
                                        libtcod.BKGND_ADDALPHA(0.2))
Beispiel #40
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def drawPlayers(player, visibleOffsetX, visibleOffsetY):
    playerX, playerY = player.GetLocation()
    visible, screenX, screenY = getScreenCoordinates(playerX, playerY,
                                                     visibleOffsetX,
                                                     visibleOffsetY)
    if (visible == False):
        # cannot see me :)
        return

    libtcod.console_put_char(0, screenX, screenY, '@', libtcod.BKGND_NONE)
    libtcod.console_set_char_background(0, screenX, screenY, libtcod.black,
                                        libtcod.BKGND_SET)
Beispiel #41
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def render_all(con, stats_panel, message_panel, mouse, fov_map, Player,
               objects):
    for y in range(consts.MAP_HEIGHT):
        for x in range(consts.MAP_WIDTH):
            if DebugShowWholeMap:
                visible = True
            else:
                visible = libtcod.map_is_in_fov(fov_map, x, y)
            wall = Map_Tiles[x][y].block_sight
            if not visible:
                if Map_Tiles[x][y].explored or DebugShowWholeMap:
                    if wall:
                        render_wall(con, x, y, consts.COLOR_DARK_WALL)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, consts.COLOR_DARK_GROUND,
                            libtcod.BKGND_SET)
            else:
                if wall:
                    render_wall(con, x, y, consts.COLOR_LIGHT_WALL)
                else:
                    libtcod.console_set_char_background(
                        con, x, y, consts.COLOR_LIGHT_GROUND,
                        libtcod.BKGND_SET)
                Map_Tiles[x][y].explored = True
    for obj in objects:
        obj.draw(con, Map_Tiles, fov_map, DebugShowWholeMap)
    libtcod.console_blit(con, 0, 0, consts.MAP_WIDTH, consts.MAP_HEIGHT, 0, 0,
                         0)

    # Prepare to render the GUI stats_panel
    libtcod.console_set_default_background(stats_panel, libtcod.black)
    libtcod.console_clear(stats_panel)

    # Render the Player stats
    render_bar(stats_panel, 1, 1, consts.BAR_WIDTH, 'HP', Player.fighter.hp,
               Player.fighter.max_hp, libtcod.red, libtcod.darker_red)

    # Render a list of what's under the mouse cursor
    libtcod.console_set_default_foreground(stats_panel, libtcod.light_gray)
    libtcod.console_print_ex(stats_panel, 1, 0, libtcod.BKGND_NONE,
                             libtcod.LEFT,
                             get_names_under_mouse(mouse, fov_map, objects))

    print_level_indicator(stats_panel)

    libtcod.console_blit(stats_panel, 0, 0, consts.SCREEN_WIDTH,
                         consts.PANEL_HEIGHT, 0, 0, consts.PANEL_Y)

    # Render the message log
    libtcod.console_blit(message_panel.render(), 0, 0, message_panel.width,
                         message_panel.height, 0, consts.MSG_X, consts.PANEL_Y)
Beispiel #42
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def render_all():
    global fov_recompute
    map = data.current_area.map

    #Define the upper left corner of the visable map
    start_x = data.player.x - MAP_WINDOW_WIDTH / 2
    if start_x < 0:
        start_x = 0
    elif start_x > MAP_WIDTH - MAP_WINDOW_WIDTH:
        start_x = MAP_WIDTH - MAP_WINDOW_WIDTH
    start_y = data.player.y - MAP_WINDOW_HEIGHT / 2
    if start_y < 0:
        start_y = 0
    elif start_y > MAP_HEIGHT - MAP_WINDOW_HEIGHT:
        start_y = MAP_HEIGHT - MAP_WINDOW_HEIGHT
    if fov_recompute:
        #Compute the FOV
        fov_recompute = False
        libtcod.map_compute_fov(data.fov_map, data.player.x, data.player.y,
                                TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)

        #Recompute the light maps for each object
        for object in data.current_area.objects:
            if object.light_emittance > 0:
                libtcod.map_compute_fov(object.light_map, object.x, object.y,
                                        object.light_emittance,
                                        FOV_LIGHT_WALLS, FOV_ALGO)

        #Clear the map console ready to draw
        libtcod.console_clear(mapcon)

        #Render the map console
        for y in range(start_y, MAP_HEIGHT):
            for x in range(start_x, MAP_WIDTH):
                #Check that each tile is visable and lit
                visible = is_visible(x, y)
                if visible:
                    libtcod.console_set_char_background(
                        mapcon, x, y, map[x][y].color(True), libtcod.BKGND_SET)
                    map[x][y].explored = True
                #If not, check whether it is explored.
                elif map[x][y].explored:
                    libtcod.console_set_char_background(
                        mapcon, x, y, map[x][y].color(False))

    #Draw all the objects in the current area
    for object in data.current_area.objects:
        object.draw()
    #Blit the map to the screen
    libtcod.console_blit(mapcon, start_x, start_y, MAP_WINDOW_WIDTH,
                         MAP_WINDOW_HEIGHT, 0, 0, 0)
    render_panel()
Beispiel #43
0
	def show_all(self, zone, entities):
		"""Cheat function: show all the tiles and entities in a zone."""
		# this repeats process_zone and render_objects, fix this somehow
		for y in range(zone.height):
			for x in range(zone.width):
				wall = zone[x][y].block_sight
				if wall:
					libtcod.console_set_char_background(self.con, x, y, COLOR_WALL_DARK, libtcod.BKGND_SET)
				else:
					libtcod.console_set_char_background(self.con, x, y, COLOR_GROUND_DARK, libtcod.BKGND_SET)
		for ent in entities:
			libtcod.console_set_default_foreground(self.con, ent.color)
			libtcod.console_put_char(self.con, ent.x, ent.y, ent.char, libtcod.BKGND_NONE)
Beispiel #44
0
def drawCar(car, visibleOffsetX, visibleOffsetY, backgroundColor):
    visible, screenX, screenY = getScreenCoordinates(car.X, car.Y,
                                                     visibleOffsetX,
                                                     visibleOffsetY)
    if (visible == False):
        # cannot see me :)
        return

    libtcod.console_put_char(0, screenX, screenY, car.DisplayChar,
                             libtcod.BKGND_NONE)
    libtcod.console_set_char_foreground(0, screenX, screenY, car.DisplayColor)
    libtcod.console_set_char_background(0, screenX, screenY, backgroundColor,
                                        libtcod.BKGND_SET)
Beispiel #45
0
def render_all():
    for object in objects:
        object.draw()
        
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].block_sight
            if wall:
                libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)    

    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) # display buffer 'con' information to the main terminal window
Beispiel #46
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def write_array_to_background(array, console):
    """Writes an array of colors to the background of a console"""
    #Get the dimensions array.
    map_width = len(array)
    map_height = len(array[0])
    #Iterate through the elements of the array and write them to the console.
    for x0 in range(map_width):
        for x1 in range(map_height):
            color = array[x0][x1]
            lib.console_set_char_background(console, x0, x1, color,
                                            lib.BKGND_SET)
    #return the resulting console for use in another function
    return console
Beispiel #47
0
def render_UI(VP):
    global SNAPSHOT

    ltc.console_clear(UI)

    #return a string with the names of all objects under the MOUSE
    (x, y) = (MOUSE.cx, MOUSE.cy)

    lx, ly = VP.screen_to_map(x, y)

    if lx < 0 or ly < 0:
        return

    names = [
        obj.name +
        " | G({0}:{1}) | L({2}:{3})".format(obj.gx, obj.gy, obj.x, obj.y)
        for obj in SNAPSHOT['cast'] if obj.x == lx and obj.y == ly and True
    ]

    names = ' | ' + ', '.join(names)

    if lx < SNAPSHOT['region'].length and ly < SNAPSHOT['region'].length:

        tile = SNAPSHOT['region'].get_tile(lx, ly).get_info()
        tgx, tgy = tile['xy_global']
        tlx, tly = tile['xy_local']

        info = "G({0}:{1}) | L({2}:{3}) | Z: {4}".format(
            tgx, tgy, tlx, tly, int(tile['altitude'])) + names

    else:
        info = '-'

    ltc.console_set_default_background(UI, ltc.BKGND_NONE)
    ltc.console_set_default_foreground(UI, ltc.white)
    ltc.console_print_ex(UI, 0, 0, ltc.BKGND_SET, ltc.LEFT, info)
    ltc.console_set_default_background(UI, ltc.purple)

    zoomx = 50
    zoomy = 40

    for zy in range(zoomy):
        for zx in range(zoomx):
            ltc.console_set_char_background(UI, zx + (x - zoomx / 2),
                                            zy + (y - zoomy / 2),
                                            ltc.BKGND_LIGHTEN, ltc.BKGND_SET)

    ltc.console_set_char_background(UI, x, y, ltc.white, ltc.BKGND_SET)

    ltc.console_blit(UI, 0, 0, config.SCREEN_WIDTH, config.SCREEN_HEIGHT, 0, 0,
                     0, 1, .5)
Beispiel #48
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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, mouse, colors, game_state):
	# Draw all the tiles in the game map
	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)   
	
	entities_in_render_order = sorted(entities, key=lambda x: x.render_order.value)
	# Draw all entities in the list
	for entity in entities_in_render_order:
		draw_entity(con, entity, fov_map, game_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)

	#Print the game messages, one line at a time
	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_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level: {0}'.format(game_map.dungeon_level))

	libtcod.console_set_default_foreground(panel, libtcod.light_gray)
	libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse(mouse, entities, fov_map))
	libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)

	if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
		if game_state == GameStates.SHOW_INVENTORY:
			inventory_title = 'Press the key next to the item to use it, or Esc to cancel.\n'
		else:
			inventory_title = 'Press the key next to an item to drop it, or Esc to cancel.\n'

		inventory_menu(con, inventory_title, player.inventory, 50, screen_width, screen_height)

	elif game_state == GameStates.LEVEL_UP:
		level_up_menu(con, 'Level up! Choose a stat to raise:', player, 40, screen_width, screen_height)

	elif game_state == GameStates.CHARACTER_SCREEN:
		character_screen(player, 30, 10, screen_width, screen_height)
def render_all(con, entities, player, game_map, fov_map, fov_recompute, screen_width, screen_height, 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)
                        
    entities_in_render_order=sorted(entities,key=lambda x:x.render_order.value)

    # Draw all entities in the list
    for entity in entities_in_render_order:
        draw_entity(con, entity,fov_map)

    libtcod.console_set_default_foreground(con,libtcod.white)
    libtcod.console_print_ex(con,1,screen_height -2,libtcod.BKGND_NONE,libtcod.LEFT,"HP: {0:02}/{1:02}".format(player.fighter.hp,player.fighter.max_hp))

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)
def render_all(con, entities, game_map, fov_map, fov_recompute, screen_width,
               screen_height, colors):
    # Draw all entities in the list
    for entity in entities:
        draw_entity(con, entity, fov_map)
    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)

        libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)
Beispiel #51
0
    def explore_and_render_zone(self, zone, fov_map):
        """Renders lit and unlit zone tiles and explores them"""
        # renderer exploring = bad, fix this
        for y in range(zone.height):
            for x in range(zone.width):

                lit = libtcod.map_is_in_fov(fov_map, x, y)
                wall = zone[x][y].block_sight

                if not lit:
                    #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 zone[x][y].explored:
                        if wall:
                            libtcod.console_set_char_background(
                                self.con, x, y, COLOR_WALL_DARK,
                                libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(
                                self.con, x, y, COLOR_GROUND_DARK,
                                libtcod.BKGND_SET)
                else:
                    #it is inside the player's fov
                    if wall:
                        libtcod.console_set_char_background(
                            self.con, x, y, COLOR_WALL_LIT, libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            self.con, x, y, COLOR_GROUND_LIT,
                            libtcod.BKGND_SET)
                    # explore the tile
                    if not zone[x][y].explored:
                        zone[x][y].explored = True
Beispiel #52
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    def draw(self):
        if game.fov_recompute:
            # recompute FOV if needed (the player moved or something)
            game.fov_recompute = False
            # yuck, shouldn't need to reference
            libtcod.map_compute_fov(self.fov_map, self.protagonist.coords[0], self.protagonist.coords[1], C.TORCH_RADIUS, C.FOV_LIGHT_WALLS, C.FOV_ALGORITHM)

        # go through all tiles, and set their background color according to the FOV
        for y in range(self.height):
            for x in range(self.width):
                visible = libtcod.map_is_in_fov(self.fov_map, x, y) if not C.DEBUG else True
                wall = self.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 self.map[x][y].explored:
                        if wall:
                            libtcod.console_set_char_background(self.console, x, y, C.COLOR_DARK_WALL, libtcod.BKGND_SET)
                            # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_DARK_WALL, C.COLOR_BACKGROUND)
                        else:
                            libtcod.console_set_char_background(self.console, x, y, C.COLOR_DARK_GROUND, libtcod.BKGND_SET)
                            # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_DARK_GROUND, C.COLOR_BACKGROUND)
                else:
                    # it's visible
                    if wall:
                        libtcod.console_set_char_background(self.console, x, y, C.COLOR_LIGHT_WALL, libtcod.BKGND_SET)
                        # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_LIGHT_WALL, C.COLOR_BACKGROUND)
                    else:
                        libtcod.console_set_char_background(self.console, x, y, C.COLOR_LIGHT_GROUND, libtcod.BKGND_SET)
                        # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_LIGHT_GROUND, C.COLOR_BACKGROUND)

                    # since it's visible, explore it
                    self.map[x][y].explored = True
Beispiel #53
0
def render_all():
    for object in objects:
        object.draw()
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].block_sight
            if wall:
                libtcod.console_put_char_ex(con, x, y, '#', color_dark_wall,
                                            libtcod.Color(20, 20, 20))
            else:
                libtcod.console_set_char_background(con, x, y,
                                                    libtcod.Color(20, 20, 20),
                                                    libtcod.BKGND_SET)
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
Beispiel #54
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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, mouse, colors):
    if fov_recompute:
        # Draw all the tiles in the game map
        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)

    entities_in_reverse_order = sorted(entities,
                                       key=lambda x: x.render_order.value)

    # Draw all entities in the list
    for entity in entities_in_reverse_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)

    # Print the game messages, one line at a time
    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_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse(mouse, entities, fov_map))

    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0,
                         panel_y)
Beispiel #55
0
    def render_all(self, target):
        if target is not None:
            global color_light_wall
            global color_light_ground
            for y in xrange(self.map.height):
                for x in xrange(self.map.width):
                    visible = libtcod.map_is_in_fov(self.hero.fov_map, x, y)
                    wall = self.map.tiles[x][y].block_sight
                    if visible:
                        if wall:
                            libtcod.console_set_char_background(
                                target, x, y, color_light_wall,
                                libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(
                                target, x, y, color_light_ground,
                                libtcod.BKGND_SET)
                        self.map.tiles[x][y].explored = True
                    else:
                        if self.map.tiles[x][y].explored:
                            if wall:
                                libtcod.console_set_char_background(
                                    target, x, y, color_dark_wall,
                                    libtcod.BKGND_SET)
                            else:
                                libtcod.console_set_char_background(
                                    target, x, y, color_dark_ground,
                                    libtcod.BKGND_SET)

            for o in self.npcs:
                if libtcod.map_is_in_fov(self.hero.fov_map, o.x, o.y):
                    o.draw(target)
            self.hero.draw(target)
            libtcod.console_blit(target, 0, 0, SCREEN_WIDE, SCREEN_HIGH, 0, 0,
                                 0)
Beispiel #56
0
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 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_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
                else:
                    # it's visible
                    if wall:
                        libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(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, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

    # prepare to render the GUI console
    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    # 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)

    # print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
        y += 1

    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())

    # blit GUI to screen
    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
Beispiel #57
0
def draw():
    for game_object in GameObject.game_objects:
        game_object.draw()

    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            if (world_map[x][y].block_sight):
                tcod.console_set_char_background(con, x, y, color_dark_wall,
                                                 tcod.BKGND_SET)
            else:
                tcod.console_set_char_background(con, x, y, color_dark_ground,
                                                 tcod.BKGND_SET)

    tcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
def render_all():
    global color_light_wall
    global color_light_ground

    #go through all tiles, and set their background color
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].blocked
            if wall:
                libtcod.console_set_char_background(0, x, y, color_dark_wall, libtcod.BKGND_SET )
            else:
                libtcod.console_set_char_background(0, x, y, color_dark_ground, libtcod.BKGND_SET )
            if map[x][y].clearance >= 1:
                libtcod.console_put_char(0, x, y, str(map[x][y].clearance), libtcod.BKGND_NONE)
Beispiel #59
0
def _draw_unseen(player, screen_x, screen_y, pos, terrain, icon):
    global _con
    current_map = player.current_map
    sc = terrain.unseen_color
    if not sc:
        sc = map.region_colors_unseen[current_map.region_terrain[
            current_map.region[pos.x][pos.y]]]
    libtcod.console_set_char_background(_con, screen_x, screen_y, sc,
                                        libtcod.BKGND_SET)
    # _debug_region(current_map, screen_x, screen_y, pos)
    if icon:
        libtcod.console_set_char_foreground(_con, screen_x, screen_y,
                                            terrain.icon_color)
        libtcod.console_set_char(_con, screen_x, screen_y, icon)