def __init__(self, size): self.rect = size.to_rect(Point.origin()) self.entity_positions = WeakKeyDictionary() self.tiles = { point: Tile(self, point) for point in self.rect.iter_points() }
def __init__(self, size): self.rect = size.to_rect(Point.origin()) # TODO i think using types instead of entities /most of the time/ is # more trouble than it's worth self._arch_grid = {point: CaveWall for point in self.rect.iter_points()} self._item_grid = {point: [] for point in self.rect.iter_points()} self._creature_grid = {point: None for point in self.rect.iter_points()} self.floor_spaces = set()
def __init__(self, size): self.rect = size.to_rect(Point.origin()) self.entity_positions = WeakKeyDictionary() self.portal_index = {} self.tiles = { point: Tile(self, point) for point in self.rect.iter_points() }
def __init__(self, size): self.rect = size.to_rect(Point.origin()) # TODO i think using types instead of entities /most of the time/ is # more trouble than it's worth self._arch_grid = { point: CaveWall for point in self.rect.iter_points()} self._item_grid = {point: [] for point in self.rect.iter_points()} self._creature_grid = { point: None for point in self.rect.iter_points()} self.floor_spaces = set()
def __init__(self, size): self.rect = size.to_rect(Point.origin()) self.arch_grid = {point: CaveWall for point in self.rect.iter_points()} self.item_grid = {point: [] for point in self.rect.iter_points()} self.creature_grid = {point: None for point in self.rect.iter_points()}