def _create_border(self): self.fill_at(Vec2(0, 0), Vec2(self._dimension, 1), Terrain.BORDER_WALL) self.fill_at(Vec2(0, self._dimension - 1), Vec2(self._dimension, 1), Terrain.BORDER_WALL) self.fill_at(Vec2(0, 1), Vec2(1, self._dimension - 1), Terrain.BORDER_WALL) self.fill_at(Vec2(self._dimension - 1, 1), Vec2(1, self._dimension - 1), Terrain.BORDER_WALL)
def __init__(self, dimension, seed): self._ground = Ground.fromSeed(dimension, seed) self._player_list = [] self._entity_list = [] self._spell_list = [] self._grid = ArenaGrid(Vec2(dimension, dimension)) self._step = 0
def __init__(self, dimension): self._dimension = dimension self._grid = {} for y in range(0, dimension.y): for x in range(0, dimension.x): self._grid[Vec2(x, y)] = ArenaGrid.GridElement()
def __init__(self, screen, keyboard, character, character_list, arena_size, ground_grid, seed): self._screen = screen self._screen.enable_fps_counter(Vec2(0, 0)) self._keyboard = keyboard self._player_character = character self._character_list = character_list self._arena_dimension = Vec2(arena_size, arena_size) self._ground_grid = ground_grid self._seed = seed self._last_time_stamp_skill_key = 0 self._skill_cast_try = False self._skill_cast_failure_cursor_counter = 0
def parse(reference_list, table, dimension): lines = [BoxLine.NONE] * len(table) for i, _ in enumerate(table): pos = Vec2((i % dimension.x), i // dimension.x) if BoxLine._is_reference(reference_list, table, pos, dimension): up = BoxLine._is_reference(reference_list, table, Vec2(pos.x, pos.y - 1), dimension) down = BoxLine._is_reference(reference_list, table, Vec2(pos.x, pos.y + 1), dimension) left = BoxLine._is_reference(reference_list, table, Vec2(pos.x - 1, pos.y), dimension) right = BoxLine._is_reference(reference_list, table, Vec2(pos.x + 1, pos.y), dimension) lines[ i] = BoxLine.CENTER + up * BoxLine.UP + down * BoxLine.DOWN + left * BoxLine.LEFT + right * BoxLine.RIGHT return lines
def draw_ground_walls(self): pencil = self._screen.create_pencil(self.get_arena_origin()) pencil.set_color(33) pencil.set_style(TermPencil.Style.DIM) wall_list = [Terrain.BORDER_WALL, Terrain.WALL, Terrain.INTERNAL_WALL] line_table = BoxLine.parse(wall_list, self._ground_grid, self._arena_dimension) box_drawing = BoxLineDrawing(pencil, BoxLineDrawing.Style.SINGLE_ROUND) box_drawing.draw(line_table, self._arena_dimension, Vec2(2, 1))
def draw_entities(self, entity_list): pencil = self._screen.create_pencil(self.get_arena_origin()) for entity in entity_list: if Direction.NONE != entity.direction: point = entity.position + Direction.as_vector(entity.direction) cursor, color = ("·", 240) if entity.character == self._player_character: if self._skill_cast_try: if self.is_terrain_blocked(point): self._skill_cast_failure_cursor_counter = 5 if self._skill_cast_failure_cursor_counter > 0: cursor, color = ("×", 124) self._skill_cast_failure_cursor_counter -= 1 pencil.draw(Vec2(point.x * 2, point.y), cursor, color, TermPencil.Style.BOLD) for entity in entity_list: pencil.draw(Vec2(entity.position.x * 2, entity.position.y), entity.character)
def _draw_fps(self): if not self._fps_position: return pencil = self.create_pencil(self._fps_position) current_time = time.time() self._frame_counter += 1 if current_time - self._fps_time_stamp > 1.0: self._fps = self._frame_counter self._fps_time_stamp = current_time self._frame_counter = 0 pencil.draw(Vec2(0, 0), "FPS: {:2d}".format(self._fps))
def draw(self, line_table, dimension, scale): for i, box_line in enumerate(line_table): tile_line_list = self._get_line_tiles(box_line, scale) for offset_y, tile_line in enumerate(tile_line_list): if tile_line != "": position = Vec2((i % dimension.x) * scale.x, (i // dimension.x) * scale.y + offset_y) if position.y <= ( dimension.y - 1) * scale.y: #skip last line if scale > 1 if position.x == ( dimension.x - 1) * scale.x: #skip last line if scale > 1 tile_line = tile_line[0] self._pencil.draw(position, tile_line)
def has_all_neighbours_distance(self, center, filter_terrain_list, distance, direction=None): left = -distance * int(direction != Direction.RIGHT) right = distance * int(direction != Direction.LEFT) + 1 up = -distance * int(direction != Direction.DOWN) down = distance * int(direction != Direction.UP) + 1 for x in range(left, right): for y in range(up, down): if x == 0 and y == 0: continue position = center + Vec2(x, y) if not self.is_terrain(position, filter_terrain_list): return False return True
def get_size(self): return Vec2(self.get_width(), self.get_height())
def fill_at(self, position, dimension, terrain): for x in range(position.x, position.x + dimension.x): for y in range(position.y, position.y + dimension.y): self.set_at(Vec2(x, y), terrain)
def get_info_origin(self): return Vec2(0, 1)
def get_arena_origin(self): x = (self._screen.get_width() - self._arena_dimension.x * 2) // 2 y = (self._screen.get_height() - self._arena_dimension.y) // 2 return Vec2(int(x), int(y))
def draw_info(self): pencil = self._screen.create_pencil(self.get_info_origin()) pencil.draw(Vec2(0, 0), "Seed: '{}'".format(self._seed))
def draw_spells(self, spell_list): pencil = self._screen.create_pencil(self.get_arena_origin()) for spell in spell_list: pencil.draw(Vec2(spell.position.x * 2, spell.position.y), "o", 208)
def get_grid_coordinates_of(self, index): return Vec2(index % self._dimension, index // self._dimension)