Esempio n. 1
0
    def animate(self, current_map, animations, camera, config, animation_data):
        # Scale color based on ticks left.
        terminal.font("main")
        color = animation_data['attack']['color_fg']['attacked'][:]
        color[0] += (self.ticks*5)

        # Put an indicator around attacker.
        terminal.color(terminal.color_from_argb(*animation_data['attack']['color_fg']['attacker']))
        dx, dy = camera.to_camera_coords(self.actor.x, self.actor.y)
        terminal.put(dx*config['tile_spacing_x'], dy*config['tile_spacing_y'],
                     animation_data['attack']['image']['attacker'])

        # Put an indicator around attacked target, fades based on amount of ticks left.
        terminal.color(terminal.color_from_argb(*color))
        dx, dy = camera.to_camera_coords(self.target.x, self.target.y)
        terminal.put(dx*config['tile_spacing_x'], dy*config['tile_spacing_y'], 
                     animation_data['attack']['image']['attacked'])

        # Make sure background stays the default color.
        terminal.bkcolor(terminal.color_from_argb(0, 0, 0, 0))

        # Remove animation once its maximum ticks are reached.
        if self.ticks <= 0:
            animations.remove(self)

        self.ticks -= 1
Esempio n. 2
0
def render_entities_camera():
    start = time.perf_counter()

    current_map = World.fetch('current_map')
    min_x, max_x, min_y, max_y = get_screen_bounds()
    map_width = current_map.width
    map_height = current_map.height

    subjects = World.get_components(PositionComponent, RenderableComponent)
    for entity, (position, renderable) in subjects:
        hidden = World.get_entity_component(entity, HiddenComponent)
        idx = current_map.xy_idx(position.x, position.y)
        terminal.layer(renderable.render_order.value)
        if current_map.visible_tiles[idx] and not hidden:
            entity_screen_x = position.x - min_x
            entity_screen_y = position.y - min_y
            if 0 <= entity_screen_x <= map_width and 0 <= entity_screen_y <= map_height:
                if Interface.mode == GraphicalModes.ASCII:
                    terminal.printf(
                        entity_screen_x * Interface.zoom,
                        entity_screen_y * Interface.zoom,
                        f'[color={renderable.fg}]{renderable.glyph}[/color]')
                elif Interface.mode == GraphicalModes.TILES:
                    terminal.color(f'{renderable.fg}')
                    terminal.put(entity_screen_x * Interface.zoom,
                                 entity_screen_y * Interface.zoom,
                                 Interface.get_code(renderable.sprite))
                else:
                    print(
                        f'render camera: graphical mode {Interface.mode} not implemented.'
                    )
                    raise NotImplementedError

    delta_time = (time.perf_counter() - start) * 1000
    print(f'delta time: for render entities : {delta_time}')
Esempio n. 3
0
def draw_background(dest, x, y, color, flag=libtcod.BKGND_SET):
    # LIBTCOD
    # libtcod.console_set_char_background(dest, x, y, color, flag)
    # BEARLIB
    color = Utils.convert_color(color)
    terminal.bkcolor(color)
    terminal.put(x, y, terminal.pick(x, y, 0))
Esempio n. 4
0
 def terminal_update(self):
     global i
     global j
     terminal.put(j, 0, str(i))
     i = (i + 1) % 10
     j = (j + 1) % 11
     return not self.should_exit
Esempio n. 5
0
def render_bar(x, y, width, name, value, max_value, color_fg, color_bg,
               color_text):
    # Calculate current bar width.
    bar_width = int(float(value) / max_value * width)

    # Make sure there is always some bar showing even if value is super low.
    if bar_width < 1 and bar_width > 0:
        bar_width = 1

    # Draw background of the bar to the width given.
    terminal.color(terminal.color_from_argb(*color_bg))
    terminal.font('bar')
    for i in range(width):
        terminal.put(x + i, y, '▄')

    # Draw the foreground to the width calculated earlier.
    terminal.color(terminal.color_from_argb(*color_fg))
    for i in range(bar_width):
        terminal.put(x + i, y, '▄')

    # Draw text in the center of the bar.
    terminal.font('text')
    terminal.color(terminal.color_from_argb(*color_text))
    bar_text = name + ': %s/%s' % (value, max_value)
    center_x = int(x + (width / 2 - len(bar_text)))
    terminal.printf(center_x, y + 4, bar_text)

    # Reset font back to normal.
    terminal.font('main')
Esempio n. 6
0
 def draw(self, xy: vec, layer: int = 0) -> None:
     blt.layer(layer)
     blt.color(self.fg_colour.blt_colour())
     if self.bg_colour is not None:
         blt.bkcolor(self.bg_colour.blt_colour())
     xy = xy + self.xy
     blt.put(xy.x, xy.y, self.char)
Esempio n. 7
0
    def draw(self):
        """Draws self onto the terminal"""
        global visible_tiles

        if (self.x, self.y) in visible_tiles:
            set_colour(self.rgb, 255)
            t.put(self.x, self.y, self.char)
Esempio n. 8
0
	def render(self):
		if splash:
			t.layer(0)
			set_colour(colours.white, 100)
			t.put(0, 0, 0x5E)
			#show the game's title, and some credits!

			
			title = 'Death and Axes'
			center = (SCREEN_WIDTH - len(title)) // 2

			t.layer(UI_LAYER)
			set_colour(colours.dark_azure, 150)
			t.puts(center - 1, SCREEN_HEIGHT//2 - 5, BLOCK_CHAR * (len(title) + 2) * 3, len(title) + 2, 3)

			t.layer(UI_TEXT_LAYER)
			set_colour(colours.light_yellow)
			t.puts(center, SCREEN_HEIGHT//2-4, title)

			title = 'By Cerepol'
			center = (SCREEN_WIDTH - len(title)) // 2

			t.layer(UI_LAYER)
			set_colour(colours.dark_azure, 150)
			t.puts(center - 1, SCREEN_HEIGHT - 3, BLOCK_CHAR * (len(title) + 2) * 3, len(title) + 2, 3)

			t.layer(UI_TEXT_LAYER)
			set_colour(colours.light_yellow)
			t.puts(center, SCREEN_HEIGHT-2, title)

			t.refresh()
			t.delay(2000)
			t.layer(0)

			splash = False
Esempio n. 9
0
    def clear_view(self):
        for i in range(len(RenderLayer)):
            blt.layer(i)
            blt.clear_area(0, 0, self.width * 2, self.height * 2)

        blt.layer(RenderLayer.ACTOR.value)
        blt.put(self.center.x, self.center.y, " ")
Esempio n. 10
0
def render_map_con(entities, players, game_map, width, height, ox=0, oy=0) -> None:
    terminal.layer(0)
    for player in players:
        for y in range(game_map.height):
            for x in range(game_map.width):   
                #Show if it's visible
                if (x,y) in player.fighter.fov_visible:
                    terminal.color('light amber')
                    terminal.put(x+ox, y+oy, 0x2588)
                    if (x,y) in player.fighter.fov_wall:
                        terminal.color('dark gray')
                        terminal.put(x+ox, y+oy, 0x2588)
                #Not visible but explored
                elif (x,y) in player.fighter.fov_explored:
                    if (x,y) in player.fighter.fov_wall:
                        terminal.color('darker gray')
                        terminal.put(x+ox, y+oy, 0x2588)
                    else:
                        terminal.color('darker amber')
                        terminal.put(x+ox, y+oy, 0x2588)
                #Not explored                     
                else:
                    terminal.color('dark gray')
                    terminal.put(x+ox, y+oy, 0x2588)
    


    print_entities(entities, ox, oy)
Esempio n. 11
0
def test_layers():
    blt.set("window.title='Omni: layers'")

    pixel = c_uint32(blt.color_from_name("dark gray"))

    blt.set("U+E000: %d, raw-size=1x1, resize=48x48, resize-filter=nearest" % addressof(pixel))

    blt.clear()
    blt.color("white")

    blt.puts(2, 1, "[color=orange]1.[/color] Without layers:")
    blt.put(7, 3, 0xE000)   
    blt.puts(5, 4, "[color=dark green]abcdefghij")

    blt.puts(2, 8, "[color=orange]2.[/color] With layers:")
    blt.layer(1)
    blt.put(7, 10, 0xE000)
    blt.layer(0)
    blt.puts(5, 11, "[color=dark green]abcdefghij")

    blt.refresh()

    key = None
    while key not in (blt.TK_CLOSE, blt.TK_ESCAPE):
        key = blt.read()

    blt.set("U+E000: none")
Esempio n. 12
0
    def render_map(self):
        if self.map:
            y = 0
            while y < self.h:
                x = 0
                while x < self.w:
                    # need the x/y coordinates for the tile relative to the players dungeon location
                    # not where the tile will be placed
                    y_index = self.player["dy"] - (self.h // 2) + (y // settings.DUNGEON_TILE_SIZE)
                    x_index = self.player["dx"] - (self.w // 2) + (x // settings.DUNGEON_TILE_SIZE)

                    # create a tuple to compare with the map
                    coord = x_index, y_index

                    # check that there is a tile to be rendered within the bounds of the map object
                    # this prevents the rendering of the same map showing multiple times recursively
                    if coord in self.map:
                        terminal.composition(terminal.TK_ON)
                        for tile in self.map[coord]:
                            if tile:
                                terminal.put(x, y, tile)
                        terminal.composition(terminal.TK_OFF)

                    x += settings.DUNGEON_TILE_SIZE
                y += settings.DUNGEON_TILE_SIZE
Esempio n. 13
0
 def draw(self, camera):
     x, y = camera.to_camera_coordinates(self.x, self.y)
     if self.projectile:
         terminal.put_ext(x * 4, y * 2, self.projectile.x_offset,
                          self.projectile.y_offset, self.icon)
     else:
         terminal.put(x * 4, y * 2, self.icon)
Esempio n. 14
0
def draw_map(game_map):
    if game_map:
        terminal.layer(Layers.MAP)
        terminal.color(terminal.color_from_name("white"))

        for point, tile in game_map:
            terminal.put(point.x, point.y, tile.char)
Esempio n. 15
0
    def draw_light_sources(self):
        player = self.owner.player
        light_map = player.player.lightmap
        game_map = self.owner.levels.current_map
        game_camera = self.owner.game_camera
        for light in self.light_sources:
            light_fov = np.where(light.fov_map.fov)
            center = np.array([light.owner.y, light.owner.x])

            for i in range(light_fov[0].size):
                y, x = int(light_fov[0][i]), int(light_fov[1][i])
                if player.light_source.fov_map.fov[y, x]:
                    v = np.array([y, x])
                    dist = float(cityblock(center, v))
                    light_level = game_map.tiles[x][y].natural_light_level * \
                                  (1.0 / (0.2 + 0.1 * dist + 0.025 * dist * dist))

                    if light_map[y][x] < light_level:
                        light_map[y][x] = light_level

        player_fov = np.where(player.light_source.fov_map.fov)
        for j in range(player_fov[0].size):
            y, x = int(player_fov[0][j]), int(player_fov[1][j])
            cam_x, cam_y = game_camera.get_coordinates(x, y)
            blt.layer(0)
            c = blt.color_from_name(game_map.tiles[x][y].color)
            argb = argb_from_color(c)
            flicker = random.uniform(
                0.95, 1.05) if self.owner.options.flicker is True else 1
            a = argb[0]
            r = min(int(argb[1] * light_map[y][x] * flicker), 255)
            g = min(int(argb[2] * light_map[y][x] * flicker), 255)
            b = min(int(argb[3] * light_map[y][x] * flicker), 255)

            blt.color(blt.color_from_argb(a, r, g, b))
            blt.put(cam_x * self.owner.options.tile_offset_x,
                    cam_y * self.owner.options.tile_offset_y,
                    game_map.tiles[x][y].char)

            if len(game_map.tiles[x][y].layers) > 0:
                i = 1
                for tile in game_map.tiles[x][y].layers:
                    blt.layer(i)
                    c = blt.color_from_name(tile[1])
                    argb = argb_from_color(c)
                    a = argb[0]
                    r = min(int(argb[1] * light_map[y][x] * flicker), 255)
                    g = min(int(argb[2] * light_map[y][x] * flicker), 255)
                    b = min(int(argb[3] * light_map[y][x] * flicker), 255)
                    blt.color(blt.color_from_argb(a, r, g, b))
                    blt.put(cam_x * self.owner.options.tile_offset_x,
                            cam_y * self.owner.options.tile_offset_y, tile[0])
                    i += 1

            if len(game_map.tiles[x][y].entities_on_tile) > 0:
                for entity in game_map.tiles[x][y].entities_on_tile:

                    if not entity.cursor:
                        self.clear(entity, cam_x, cam_y)
                        self.draw(entity, cam_x, cam_y)
Esempio n. 16
0
    def draw_status(self):
        """Отображение состояния игрока."""
        nutration_max = int(self.nutrition // 10 + 1)
        hp_max = int(self.hp // 10 + 1)

        if hp_max > 10:
            hp_max = 10
        if nutration_max > 10:
            nutration_max = 10

        terminal.clear_area(2, 3, 10, 1)
        for x in range(hp_max):
            terminal.color(color["healf"])
            terminal.put(x + 2, 3, chars["block"])

        terminal.clear_area(2, 5, 10, 1)
        for x in range(nutration_max):
            terminal.color(color["nutrition"])
            terminal.put(x + 2, 5, chars["block"])

        terminal.color(color["white"])
        terminal.clear_area(1, 7, 14, 1)
        terminal.printf(
            1, 7, "Вес: " + str(self.inventory.sum_weight) + "/" +
            str(self.inventory.weight))

        terminal.color(color["white"])
Esempio n. 17
0
    def update_widget(self, widget, refresh=False):
        """
        Actually draw widget chars on screen.

        If ``widget.chars`` or ``widget.colors`` have changed, this method will
        make these changes visible. It is also called by ``self.add_widget()``
        and other methods that have a ``refresh`` argument.

        :param widget: A widget to be updated.
        """
        if widget not in self.widget_locations:
            raise BearException('Cannot update non-added Widgets')
        pos = self.widget_locations[widget].pos
        layer = self.widget_locations[widget].layer
        terminal.layer(layer)
        terminal.clear_area(*self.widget_locations[widget].pos, widget.width, widget.height)
        running_color = self.default_color
        for y in range(widget.height):
            for x in range(widget.width):
                # Widget can have None as color for its empty cells
                if widget.colors[y][x] and widget.colors[y][x] != running_color:
                    running_color = widget.colors[y][x]
                    terminal.color(running_color)
                terminal.put(pos[0] + x, pos[1] + y, widget.chars[y][x])
                self._widget_pointers[layer][pos[0] + x][pos[1] + y] = widget
        if running_color != self.default_color:
            terminal.color(self.default_color)
        if refresh:
            self.refresh()
Esempio n. 18
0
def draw_background(dest, x, y, color, flag=libtcod.BKGND_SET):
    # LIBTCOD
    # libtcod.console_set_char_background(dest, x, y, color, flag)
    # BEARLIB
    color = Utils.convert_color(color)
    terminal.bkcolor(color)
    terminal.put(x, y, terminal.pick(x,y, 0))
Esempio n. 19
0
    def draw(self):
        """Draws self onto the terminal"""
        global visible_tiles

        if (self.x, self.y) in visible_tiles or \
         (self.always_visible and gmap.is_explored(self.x, self.y)):
            set_colour(self.rgb, 255)
            t.put(self.x, self.y, self.char)
Esempio n. 20
0
 def draw(self):
     """Рисует существо."""
     self.bkcolor = terminal.pick_bkcolor(self.x, self.y)
     terminal.bkcolor(self.bkcolor)
     terminal.layer(self.layer_draw)
     terminal.put(self.x, self.y, self.char)
     terminal.layer(0)
     terminal.bkcolor(color["black"])
Esempio n. 21
0
 def render(self):
     self.frame += 1
     if self.frame % 5 == 0:
         self.animate()
     term.layer(1)
     term.color(term.color_from_argb(255, *COLOR['WHITE']))
     term.put(self.center[X], self.center[Y], self.picture)
     super(MenuPanel, self).render()
Esempio n. 22
0
def print_charset(point):
    terminal.printf(10, 10, "test")
    height = int(terminal_size[1])
    width = int(terminal_size[0])
    for y in range(0, height):
        for x in range(0, width):
            terminal.put(x, y, point)
            point += 1
Esempio n. 23
0
 def put(self, x: int, y: int, code: int, fg: str = None, bg: str = None):
     if fg:
         terminal.color(fg)
     if bg:
         terminal.bkcolor(bg)
     terminal.put(x + self.x, y + self.y, code)
     terminal.color("white")
     terminal.bkcolor("black")
Esempio n. 24
0
 def draw(self, cell, panelPos):
     i = 0
     for color, tile in zip(cell.color, cell.stack):
         if tile is not None:
             term.layer(i)
             term.color(term.color_from_argb(255, *color))
             term.put(panelPos[X], panelPos[Y], tile)
         i += 1
Esempio n. 25
0
 def draw_map():
     blt.color("white")
     for y in range(y0, y0 + view_height):
         for x in range(x0, x0 + view_width):
             code = map_[y][x]
             if code in palette:
                 s = palette[code]
                 blt.put((x - x0) * 4, (y - y0) * 2, 0xE000 + s.tile)
Esempio n. 26
0
    def draw_entities(self):
        for _, (player, player_position) in self.world.get_components(
                Player, Position):
            # Set player offset relative to display
            x_offset = 16 - player_position.x
            y_offset = 10 - player_position.y

            # Set the bounding box for filtering out entities
            x_min = player_position.x - 16
            x_max = player_position.x + 16
            y_min = player_position.y - 10
            y_max = player_position.y + 10

            entity_pairs = self.world.get_components(Display,
                                                     LastKnownPosition)

            if not entity_pairs:
                return

            entity_pairs.sort(key=lambda pair: pair[1][0].draw_order)

            for entity, (display, position) in entity_pairs:
                if not x_min <= position.x <= x_max or not y_min <= position.y <= y_max:
                    continue

                if self.world.has_component(entity, Visible):
                    bkcolor = 0xFF100800
                    color = display.color

                    bkcolor = filter_color(bkcolor, player)
                    color = filter_color(color, player)
                else:
                    bkcolor = 0xFF000000
                    color = 0xFF666666

                if self.world.has_component(entity, Blinded):
                    bkcolor = 0xFFFFFFFF
                    color = 0xFF000000

                    bkcolor = filter_color(bkcolor, player)
                    color = filter_color(color, player)

                terminal.bkcolor(bkcolor)
                terminal.color(color)

                # Render assassins as underscores until they are in range
                if self.world.has_component(
                        entity, Assassin) and not self.world.has_component(
                            entity, Adjacent):
                    code = 0x005F
                else:
                    code = display.code

                terminal.put(
                    position.x + x_offset,
                    position.y + y_offset,
                    code,
                )
Esempio n. 27
0
def test_auto_generated():
    blt.set("window.title='Omni: auto-generated tileset'")

    hoffset = 40
    cell_width = blt.state(blt.TK_CELL_WIDTH)
    cell_height = blt.state(blt.TK_CELL_HEIGHT)

    def setup_cellsize():
        blt.set("window.cellsize=%dx%d" % (cell_width, cell_height))

    while True:
        blt.clear()
        blt.color("white")

        blt.puts(
            2, 1, "[color=orange]Cell size:[/color] %dx%d" %
            (cell_width, cell_height))
        blt.puts(
            2, 3,
            "[color=orange]TIP:[/color] Use arrow keys\nto change cell size")

        for j in range(16):
            blt.puts(hoffset + 6 + j * 2, 1, "[color=orange]%X" % j)

        y = 0
        for code in range(0x2500, 0x259F + 1):
            if code % 16 == 0:
                blt.puts(hoffset, 2 + y * 1, " [color=orange]%04X" % code)

            blt.put(hoffset + 6 + (code % 16) * 2, 2 + y * 1, code)

            if (code + 1) % 16 == 0: y += 1

        blt.puts(
            2, 6, u"┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐┌─┐\n"
            u"│Z││A││ ││W││A││R││U││D││O│\n"
            u"└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘└─┘\n")

        blt.refresh()

        key = blt.read()

        if key in (blt.TK_CLOSE, blt.TK_ESCAPE):
            break
        elif key == blt.TK_LEFT and cell_width > 4:
            cell_width -= 1
            setup_cellsize()
        elif key == blt.TK_RIGHT and cell_width < 24:
            cell_width += 1
            setup_cellsize()
        elif key == blt.TK_DOWN and cell_height < 24:
            cell_height += 1
            setup_cellsize()
        elif key == blt.TK_UP and cell_height > 4:
            cell_height -= 1
            setup_cellsize()

    blt.set("window.cellsize=auto")
Esempio n. 28
0
    def draw(self, x, y, bgUnderItem, spacing_x, spacing_y):
        terminal.color(terminal.color_from_argb(*self.color_fg))
        terminal.bkcolor(terminal.color_from_argb(*bgUnderItem))
        terminal.put(x*spacing_x, y*spacing_y, self.image)

        # Draw highlight rectangle if needed.
        if self.highlight:
            terminal.color(terminal.color_from_argb(*self.highlight))
            terminal.put(x*spacing_x, y*spacing_y, '\u2610')
Esempio n. 29
0
    def draw_window(self):

        x = self.x
        y = self.y
        w = self.w
        h = self.h
        header_len = 0

        #Draw border
        for dx in range(x, x+w):
            for dy in range(y, y+h):
                terminal.layer(1)
                terminal.color('darker gray')
                terminal.put(dx, dy, 0x2593)
                if dx == x and dy == y:
                    terminal.puts(dx, dy,'[color='+self.color+']'+'╔')
                elif dx == x+w-1 and dy == y+h-1:
                    terminal.puts(dx, dy,'[color='+self.color+']'+'╝')
                elif dx == x and dy == y+h-1:
                    terminal.puts(dx, dy,'[color='+self.color+']'+'╚')
                elif dx == x+w-1 and dy == y:
                    terminal.puts(dx, dy,'[color='+self.color+']'+'╗')
                elif dx == x or dx == x+w-1:
                    terminal.puts(dx, dy,'[color='+self.color+']'+'║')
                elif dy == y or dy == (y+h-1):
                    terminal.puts(dx, dy,'[color='+self.color+']'+'═')

        if self.header is not None:
            header_len = len(self.header)
            for h in self.header:
                terminal.layer(2)
                terminal.printf(x+1, y+1+(self.header.index(h)), '[color=white][font=big]'+h)
            terminal.print_(x+1, y+1+header_len, '\n')
        if self.options is not None:
            

            letter_index = ord('a')

            for option in self.options:
                opt_index = self.options.index(option)
                wrapped_option = textwrap.wrap(option, self.w-4)
                if opt_index < 26:
                    letter_index = ord('a') + opt_index
                else:
                    letter_index = ord('0') + opt_index - 26
                terminal.layer(2)
                if len(wrapped_option) == 1:
                    text = '[font=big](' + chr(letter_index) + ') ' + option
                    terminal.printf(x+1, y+1+header_len+1+(self.options.index(option)), '[color=white]'+ text)
                else:
                    for o in wrapped_option:
                        if wrapped_option.index(o) == 0:
                            text = '[font=big](' + chr(letter_index) + ') ' + o
                            terminal.printf(x+1, y+1+header_len+1+(self.options.index(option)), '[color=white]'+ text)
                        else:
                            text = '[font=big]    ' + o
                            terminal.printf(x+1, y+1+header_len+1+(self.options.index(option)+wrapped_option.index(o)), '[color=white]'+ text)
Esempio n. 30
0
def draw_entity(entity: Entity, game_map: GameMap, camera_view: dict):
    if game_map.in_fov(entity.position):
        # set layer to draw on
        terminal.layer(Layers.PLAYER)
        # change color
        color = terminal.color_from_name(entity.color)
        terminal.color(color)
        view_x, view_y = camera_view[entity.position]
        terminal.put(view_x, view_y, entity.char)
Esempio n. 31
0
def main_menu(screen_width, screen_height):
    blt.put(0, 0, 0xE000)
    blt.color('red')
    blt.puts(int(screen_width / 2), int(screen_height / 2) - 4, 'Pirate Rogue')
    blt.color('white')
    blt.puts(int(screen_width / 2), int(screen_height - 2), 'By Denrur')

    menu('', ['Play a new game', 'Continue last game', 'Quit'], 24,
         screen_width, screen_height)
Esempio n. 32
0
def draw_background(dest, x, y, color, flag=libtcod.BKGND_SET, verbose=False):
    # LIBTCOD
    # libtcod.console_set_char_background(dest, x, y, color, flag)
    # BEARLIB
    # TODO: Replace / Obsolete?
    #color = Utils.convert_color(color)
    if verbose:
        print color.getRGB()
    terminal.bkcolor(color)
    terminal.put(x, y, terminal.pick(x,y, 0))
Esempio n. 33
0
def draw_char(dest, x, y, char, color=None, flag=None):
    # LIBTCOD
    # libtcod.console_put_char_ex(dest, x, y, char, color, flag)

    #BEARLIB
    terminal.layer(dest)
    # TODO: CONVERT COLORS ON THEME IMPORT, INSTEAD OF INLINE (all render func)
    if color is not None:
        color = Utils.convert_color(color)
        terminal.color(color)
    terminal.put(x, y, char)
Esempio n. 34
0
def draw_char(dest, x, y, char, color=None, flag=None, alpha=255, verbose=False):
    # LIBTCOD
    # libtcod.console_put_char_ex(dest, x, y, char, color, flag)

    #BEARLIB
    terminal.layer(dest)
    # TODO: CONVERT COLORS ON THEME IMPORT, INSTEAD OF INLINE (all render func)
    if color is not None:
        if verbose:
            print color
            print int(color)
            print color.getRGB()
        #color = Utils.convert_color(color, alpha)
        #print "Color: {0}".format(color)
        #print "In DrawChar Color: {0}".format(color)
        terminal.color(color)
    terminal.put(x, y, char)
Esempio n. 35
0
def test_basic_output():
    blt.set("window.title='Omni: basic output'")
    blt.clear()
    blt.color("white")

    # Wide color range
    n = blt.print_(2, 1, "[color=orange]1.[/color] Wide color range: ")
    long_word = "antidisestablishmentarianism."
    long_word_length = len(long_word)
    for i in range(long_word_length):
        factor = i / long_word_length
        red = int((1 - factor) * 255)
        green = int(factor * 255)
        blt.color(blt.color_from_argb(255, red, green, 0))
        blt.put(2 + n + i, 1, long_word[i])

    blt.color("white")

    blt.print_(2, 3, "[color=orange]2.[/color] Backgrounds: [color=black][bkcolor=gray] grey [/bkcolor] [bkcolor=red] red ")

    blt.print_(2, 5, "[color=orange]3.[/color] Unicode support: Кириллица Ελληνικά α=β²±2°")

    blt.print_(2, 7, "[color=orange]4.[/color] Tile composition: @ + [color=red]|[/color] = @[+][color=red]|[/color], a vs. ¨ a[+][color=red]¨[/color]")

    blt.printf(2, 9, "[color=orange]5.[/color] Box drawing symbols:")

    blt.print_(5, 11,
        "   ┌────────┐  \n"
        "   │!......s└─┐\n"
        "┌──┘........s.│\n"
        "│............>│\n"
        "│...........┌─┘\n"
        "│<.@..┌─────┘  \n"
        "└─────┘  ■█┘╙       \n"
    )





    blt.refresh()
    key = None
    while key not in (blt.TK_CLOSE, blt.TK_ESCAPE):
        key = blt.read()
Esempio n. 36
0
def test_tilesets():
    blt.set("window.title='Omni: tilesets'")
    blt.composition(True)

    # Load tilesets
    blt.set("U+E100: ./Images/Runic.png, size=8x16")
    blt.set("U+E200: ./Images/Tiles.png, size=32x32, align=top-left")
    blt.set("U+E400: ./Images/test_tiles.png, size=16x16, align=top-left")
    blt.set("U+E300: ./Fonts/fontawesome-webfont.ttf, size=24x24, spacing=3x2, codepage=./Fonts/fontawesome-codepage.txt")
    blt.set("zodiac font: ./Fonts/Zodiac-S.ttf, size=24x36, spacing=3x3, codepage=437")

    blt.clear()
    blt.color("white")

    blt.print_(2, 1, "[color=orange]1.[/color] Of course, there is default font tileset.")

    blt.print_(2, 3, "[color=orange]2.[/color] You can load some arbitrary tiles and use them as glyphs:")
    blt.print_(2+3, 4,
        "Fire rune ([color=red][U+E102][/color]), "
        "water rune ([color=lighter blue][U+E103][/color]), "
        "earth rune ([color=darker green][U+E104][/color])")

    blt.print_(2, 6, "[color=orange]3.[/color] Tiles are not required to be of the same size as font symbols:")
    blt.put(2+3+0, 7, 0xE200+7)
    blt.put(2+3+5, 7, 0xE200+8)
    blt.put(2+3+10, 7, 0xE200+9)

    blt.print_(2, 10, "[color=orange]4.[/color] Like font characters, tiles may be freely colored and combined:")

    blt.put_ext(2+3+0, 11, 0, 0, tiles['stone_wall'], [blt.color_from_name("red"),
                                                       blt.color_from_name("red"),
                                                       blt.color_from_name("blue"),
                                                       blt.color_from_name("red")])
    blt.put_ext(2 + 3 + 2, 11, 0, 0, tiles['stone_wall'], [blt.color_from_name("red"),
                                                           blt.color_from_name("blue"),
                                                           blt.color_from_name("red"),
                                                           blt.color_from_name("red")])
    blt.put_ext(2 + 3 + 0, 13, 0, 0, tiles['stone_wall'], [blt.color_from_name("red"),
                                                           blt.color_from_name("red"),
                                                           blt.color_from_name("blue"),
                                                           blt.color_from_name("blue")])
    blt.put_ext(2 + 3 + 2, 13, 0, 0, tiles['stone_wall'], [blt.color_from_name("blue"),
                                                           blt.color_from_name("blue"),
                                                           blt.color_from_name("red"),
                                                           blt.color_from_name("red")])

    blt.put_ext(2 + 3 + 0 + 5, 11, 0, 0, '#', [blt.color_from_name("yellow"),
                                                           blt.color_from_name("black"),
                                                           blt.color_from_name("black"),
                                                           blt.color_from_name("black")])
    blt.put_ext(2 + 3 + 1 + 5, 11, 0, 0, 'A', [blt.color_from_name("black"),
                                                           blt.color_from_name("yellow"),
                                                           blt.color_from_name("yellow"),
                                                           blt.color_from_name("black")])
    blt.put_ext(2 + 3 + 0 + 5, 12, 0, 0, 'A', [blt.color_from_name("black"),
                                                           blt.color_from_name("black"),
                                                           blt.color_from_name("yellow"),
                                                           blt.color_from_name("yellow")])
    blt.put_ext(2 + 3 + 1 + 5, 12, 0, 0,'@', [blt.color_from_name("dark yellow"),
                                                           blt.color_from_name("dark yellow"),
                                                           blt.color_from_name("dark yellow"),
                                                           blt.color_from_name("dark yellow")])

    blt.put_ext(2 + 3 + 0 + 7, 11, 0, 0, 'A', [blt.color_from_name("black"),
                                               blt.color_from_name("yellow"),
                                               blt.color_from_name("black"),
                                               blt.color_from_name("black")])

    blt.put_ext(2 + 3 + 0 + 7, 12, 0, 0, 'A', [blt.color_from_name("yellow"),
                                               blt.color_from_name("yellow"),
                                               blt.color_from_name("black"),
                                               blt.color_from_name("black")])


    '''
    # blt.color("lightest red")
    blt.put(2+3+4, 11,tiles['stairs'])
    # blt.color("purple")
    blt.put(2+3+8, 11, tiles['gold'])
    #blt.color("darkest red")
    blt.put(17, 11, 0xE400+0)
    blt.put(18, 11, 0xE400+0)
    blt.put(19, 11, 0xE400+1)
    blt.put(20, 11, 0xE400 + 0)
    blt.put(20, 11, 0xE400 + 2)

    blt.put(17, 12, 0xE400 + 10)
    blt.put(18, 12, 0xE400 + 10)
    blt.put(19, 12, 0xE400 + 11)
    blt.put(20, 12, 0xE400 + 10)
    blt.put(20, 12, 0xE400 + 12)
    '''
    blt.put(21, 11, 0xE400+0)
    blt.color("blue")
    blt.put(18, 11, '@')

    blt.color("white")
    order = [11, 10, 14, 12, 13]
    for i in range(len(order)):
        blt.put(30 + i * 4, 11, 0xE200 + order[i]);
        blt.put(30 + (len(order)+1) * 4, 11, 0xE200 + order[i])

    blt.put(30 + len(order) * 4, 11, 0xE200 + 15)

    blt.print_(2, 15, "[color=orange]5.[/color] And tiles can even come from TrueType fonts like this:")
    for i in range(6):
        blt.put(5 + i * 5, 15, 0xE300 + i)

    blt.print_(5, 18, "...or like this:\n[font=zodiac]D F G S C")

    blt.refresh()

    key = None
    while key not in (blt.TK_CLOSE, blt.TK_ESCAPE):
        key = blt.read()

    # Clean up
    blt.set("U+E100: none; U+E200: none; U+E300: none; zodiac font: none")
    blt.composition(False)
Esempio n. 37
0
def draw_page(tx, ty, page):
    for y in range(16):
        for x in range(16):
            terminal.put((x * 2) + tx, y + ty, page + (16 * y) + x)