Example #1
0
    def draw(self):
        '''Draws the object to the background console.'''

        # ONLY draw objects _if_ they are in view of the player
        if libtcod.map_is_in_fov(self.map.fov_map, self.x, self.y):
            libtcod.console_set_foreground_color(self.con, self.color)
            libtcod.console_put_char(self.con, self.x, self.y, self.char,
                libtcod.BKGND_NONE)
Example #2
0
 def draw(self):
     for row in xrange(len(self.explored)):
         for col in xrange(len(self.explored[row])):
             char = '#' if self.blocked[row][col] else ' '
             if lt.map_is_in_fov(self.fov, col, row):
                 self.explored[row][col] = True
                 lt.console_put_char_ex(self.con, col, row, char, self.f_color, self.b_color)
             elif self.explored[row][col]:
                 lt.console_put_char_ex(self.con, col, row, char, self.f_color_explored, self.b_color_explored)
Example #3
0
    def under_mouse(self):
        mouse = libtcod.mouse_get_status()
        (x, y) = (mouse.cx, mouse.cy)

        names = [obj.name for obj in self.map.object_list
                if obj.x == x and obj.y == y and
                libtcod.map_is_in_fov(self.map.fov_map, obj.x, obj.y)]
        names = ', '.join(names)
        return names.capitalize()
Example #4
0
 def take_turn(self):
     mob = self.owner
     if libtcod.map_is_in_fov(self.owner.map.fov_map, mob.x, mob.y):
         # Moves towards the player
         if mob.distance_to(self.owner.map.player) >= 2:
             mob.move_towards(self.owner.map.player.x,
                     self.owner.map.player.y)
             # Mob moving towards player, random growls
             chance = libtcod.random_get_int(0, 1, 100)
             if chance <= 20:
                 sfx.play('zombie_a')
             elif chance <= 40:
                 sfx.play('zombie_b')
             elif chance <= 60:
                 sfx.play('zombie_c')
         elif self.owner.map.player.fighter.hp > 0:
             mob.fighter.attack(self.owner.map.player)
Example #5
0
    def render_all(self):
        '''Renders all objects and tiles to the root console.'''

        global color_light_wall, color_dark_wall
        global color_light_ground, color_dark_ground

        if self.map.fov_recompute:
            self.map.fov_recompute = False
            libtcod.map_compute_fov(self.map.fov_map, self.map.player.x,
                    self.map.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(self.map.fov_map, x, y)
                    wall = self.map.map[x][y].block_sight
                    if not visible:
                        # Not visible, darken the tiles
                        if self.map.map[x][y].explored:
                            if wall:
                                libtcod.console_set_back(self.con, x, y,
                                        color_dark_wall, libtcod.BKGND_SET)
                            else:
                                libtcod.console_set_back(self.con, x, y,
                                        color_dark_ground, libtcod.BKGND_SET)
                    else:
                        # It's visible, light up the tiles
                        if wall:
                            libtcod.console_set_back(self.con, x, y,
                                    color_light_wall, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_back(self.con, x, y,
                                    color_light_ground, libtcod.BKGND_SET)
                        self.map.map[x][y].explored = True

        # Draw all objects to the screen
        for object in self.map.object_list:
            if object != self.map.player:
                object.draw()
        self.map.player.draw()

        # Blit the offscreen console to the root console and flush
        libtcod.console_blit(self.con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

        # Display Player Stats
        libtcod.console_set_background_color(self.panel, libtcod.black)
        libtcod.console_clear(self.panel)

        # Print the message log
        y = 1
        for (line, color) in game_msgs:
            libtcod.console_set_foreground_color(self.panel, color)
            libtcod.console_print_left(self.panel, MSG_X, y,
                    libtcod.BKGND_NONE, line)
            y += 1

        self.render_bar(1, 1, BAR_WIDTH, 'HP', self.map.player.fighter.hp,
                self.map.player.fighter.max_hp, libtcod.red,
                libtcod.darker_red)

        self.render_bar(1, 3, BAR_WIDTH, 'EXP', self.map.player.fighter.exp,
                self.map.player.fighter.max_exp, libtcod.dark_yellow,
                libtcod.darker_yellow)

        self.render_bar(1, 5, BAR_WIDTH, 'Level',
                self.map.player.fighter.level, 10,
                libtcod.blue, libtcod.dark_blue)

        # Check under mouse
        libtcod.console_set_foreground_color(self.panel, libtcod.light_grey)
        libtcod.console_print_left(self.panel, 1, 0, libtcod.BKGND_NONE,
                self.under_mouse())

        libtcod.console_blit(self.panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
                PANEL_Y)