def draw_bar(con, 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 ltc.console_set_default_background(con, back_color) ltc.console_rect(con, x, y, total_width, 1, False, ltc.BKGND_SCREEN) # now render the bar on top ltc.console_set_default_background(con, bar_color) if bar_width > 0: ltc.console_rect(con, x, y, bar_width, 1, False, ltc.BKGND_SCREEN) # now, centered text with values text = name + ':' + str(value) + '/' + str(maximum) dotext(con, x + total_width / 2, y, text, align=ltc.CENTER)
def display_status (): global status if status: libtcod.console_rect(status_console, 0, 0, M.SCREEN_WIDTH, (M.SCREEN_HEIGHT - M.MAP_HEIGHT), True) libtcod.console_set_default_foreground (status_console, libtcod.white) while len(status) > M.SCREEN_WIDTH*2: display_statusline(status[:M.SCREEN_WIDTH*2]) key = libtcod.console_wait_for_keypress(True) while not key.vk == libtcod.KEY_SPACE: key = libtcod.console_wait_for_keypress(True) status = status[M.SCREEN_WIDTH*2:] display_statusline(status) libtcod.console_blit(status_console,0,0,M.SCREEN_WIDTH, (M.SCREEN_HEIGHT-M.MAP_HEIGHT-1),0,0,M.MAP_HEIGHT+1,1) libtcod.console_flush() else: display_statusline() libtcod.console_flush()
def render(): libtcod.console_rect(cons.game_console, 0, 0, M.MAP_WIDTH, M.MAP_HEIGHT, True) for y in range (M.MAP_HEIGHT): for x in range (M.MAP_WIDTH): # Draw black for all areas the player has not seen yet if not M.gameworld[x][y].explored: libtcod.console_set_char_background(cons.game_console, x, y, libtcod.black, libtcod.BKGND_SET) # Draw all the floors. if M.gameworld[x][y].is_floor () and M.gameworld[x][y].explored: libtcod.console_set_char_background (cons.game_console, x, y, M.DARK_FLOOR_COLOR, libtcod.BKGND_SET) # Draw all the walls. elif M.gameworld[x][y].explored: libtcod.console_set_char_background(cons.game_console, x, y, M.DARK_WALL_COLOR, libtcod.BKGND_SET) # Draw all the light floors. if (libtcod.map_is_in_fov (P.player.fov, x, y) and libtcod.map_is_walkable (P.player.fov, x, y)): libtcod.console_set_char_background (cons.game_console, x, y, M.FLOOR_COLOR, libtcod.BKGND_SET) for item in M.gameworld[x][y].items: libtcod.console_set_default_foreground (cons.game_console, item.color) libtcod.console_put_char (cons.game_console, x, y, item.char, libtcod.BKGND_NONE) for character in M.gameworld[x][y].characters: libtcod.console_set_default_foreground (cons.game_console, character.color) libtcod.console_put_char (cons.game_console, x, y, character.char, libtcod.BKGND_NONE) M.gameworld[x][y].explored=True # Draw all the light walls. elif libtcod.map_is_in_fov (P.player.fov, x, y): libtcod.console_set_char_background (cons.game_console, x, y, M.WALL_COLOR, libtcod.BKGND_SET) M.gameworld[x][y].explored=True # Blits the game console to the root console. libtcod.console_blit(cons.game_console,0,0,M.MAP_WIDTH,M.MAP_HEIGHT,0,0,0,1)
def item_selector(items, default=None, equipped=[], title="INVENTORY"): libtcod.console_clear(cons.menu_console) libtcod.console_set_default_background(cons.menu_console, libtcod.black) libtcod.console_set_default_foreground(cons.menu_console, libtcod.white) libtcod.console_rect(cons.menu_console, 0, 0, M.MAP_WIDTH, M.MAP_HEIGHT, True) libtcod.console_print_ex(cons.menu_console, 40, 0, libtcod.BKGND_NONE, libtcod.CENTER, title) libtcod.console_print_ex(cons.menu_console, 1, M.SCREEN_HEIGHT-1, libtcod.LEFT, libtcod.BKGND_NONE, "[j / k]: Highlight item [SPACEBAR]: Select [q]: quit") count = 0 for item in items: libtcod.console_print_ex(cons.menu_console, 1, count+3, libtcod.BKGND_NONE, libtcod.LEFT, item.name) if item in equipped: libtcod.console_print_ex(cons.menu_console, libtcod.console_get_width(cons.menu_console)-1, count+3, libtcod.BKGND_NONE, libtcod.RIGHT, "(EQUIPPED)") count = count + 1 if default: count = items.index(default) else: count = count -1 key = libtcod.console_check_for_keypress(True) while not key.vk == libtcod.KEY_SPACE and not ord('q') == key.c: for i in range(len(items[count].name)): libtcod.console_set_char_background(cons.menu_console, i+1, count+3, libtcod.white) libtcod.console_set_char_foreground(cons.menu_console, i+1, count+3, libtcod.black) if key.pressed and key.c == ord('k') and count > 0: for i in range(len(items[count].name)): libtcod.console_set_char_background(cons.menu_console, i+1, count+3, libtcod.black) libtcod.console_set_char_foreground(cons.menu_console, i+1, count+3, libtcod.white) count = count -1 elif key.pressed and key.c == ord('j') and count < len(items)-1: for i in range(len(items[count].name)): libtcod.console_set_char_background(cons.menu_console, i+1, count+3, libtcod.black) libtcod.console_set_char_foreground(cons.menu_console, i+1, count+3, libtcod.white) count = count +1 key = libtcod.console_check_for_keypress(True) libtcod.console_blit(cons.menu_console,0,0,M.SCREEN_WIDTH,M.SCREEN_HEIGHT,0,0,0,1) libtcod.console_flush() if ord('q') == key.c: count=-1 return count