Esempio n. 1
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 def draw(self, area):
     if lt.map_is_in_fov(area.fov_map, self.col, self.row):
         lt.console_set_char_foreground(area.con, self.row, self.col, self.f_color)
         light = area.area[self.col][self.row].b_color
         if light.r > 175 and light.g > 175 and light.b > 130:
             lt.console_set_char_foreground(area.con, self.row, self.col, lt.black)
         lt.console_set_char(area.con, self.row, self.col, self.char)
 def move(self, new):
     libtcod.console_set_char_foreground(0, self.x + self.cursor_pos,
                                         self.y, WHITE)
     libtcod.console_set_char_background(0, self.x + self.cursor_pos,
                                         self.y, BLACK)
     self.flush = True
     self.putCursor(new)
Esempio n. 3
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 def refresh_gui_background(self, gui):
     libtcod.console_clear(gui)
     for x in xrange(self.SCREEN_WIDTH):
         for y in xrange(self.SCREEN_HEIGHT):
             libtcod.console_set_char_background(
                 gui, x, y, libtcod.Color(100, 100, 100))
     if self.paused == True:
         pause_text = "***PAUSED***"
         for x in xrange(12):
             libtcod.console_set_char_background(
                 gui, self.CAMERA_WIDTH - 15 + x, 0,
                 libtcod.Color(100, 100, 200))
             libtcod.console_put_char(gui, self.CAMERA_WIDTH - 15 + x, 0,
                                      pause_text[x], libtcod.BKGND_NONE)
             libtcod.console_set_char_foreground(
                 gui, self.CAMERA_WIDTH - 15 + x, 0,
                 libtcod.Color(255, 255, 255))
     if self.loading > -1:
         loading_text = "***LOADING***"
         for x in xrange(13):
             libtcod.console_set_char_background(
                 gui, 15 + x, 0, libtcod.Color(100, 100, 200))
             libtcod.console_put_char(gui, 15 + x, 0, loading_text[x],
                                      libtcod.BKGND_NONE)
             libtcod.console_set_char_foreground(
                 gui, 15 + x, 0, libtcod.Color(255, 255, 255))
Esempio n. 4
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def put_text_special_colors(con, txt, offset):
    #   make dictionaries
    string_colors = {
        "B": 'blue',
        "R": 'red',
        "G": 'gray',
        "N": 'green',
        "Y": 'yellow',
    }
    color_strings = {}
    for k, v in string_colors.items():
        color_strings.update({v: k})
#   get a string of color data
    colorString = txt.lower()
    for replace, col in colors.colored_strings:
        colChar = color_strings[col]
        colorString = colorString.replace(replace, colChar * len(replace))

#   iterate through that string, changing color on con
    yy = 0
    xx = -1
    for ch in colorString:
        xx += 1
        if ch == '\n':
            xx = -1
            yy += 1
            continue
        col = string_colors.get(ch, None)
        if col:
            libtcod.console_set_char_foreground(con, offset + xx, offset + yy,
                                                COL[col])
Esempio n. 5
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 def draw(self, con, x_origin=0, y_origin=0):
     super(WeaponComponent, self).draw(con, x_origin, y_origin)
     for y in range(1, 5):
         libtcod.console_put_char(con, x_origin, -y + y_origin,
                                  self.projectile)
         libtcod.console_set_char_foreground(con, x_origin, -y + y_origin,
                                             self.projectile_color)
def do_main_menu(key, mouse):
  title_panel_h = 28
  title_panel = tcod.console_new(g.screen_width, title_panel_h)
  tcod.console_set_alignment(title_panel, tcod.LEFT)
  tcod.console_set_default_foreground(title_panel, tcod.blue)
  for x in range(0, len(g.TITLE_GRAPHIC_TOP)):
    tcod.console_print_ex(title_panel, 1, x + 1, tcod.BKGND_SET, tcod.LEFT, g.TITLE_GRAPHIC_TOP[x][0])

  for x in range(0, len(g.TITLE_GRAPHIC_BOTTOM)):
    tcod.console_print_ex(title_panel, 1, x + 4 + len(g.TITLE_GRAPHIC_TOP), tcod.BKGND_SET, tcod.LEFT, g.TITLE_GRAPHIC_BOTTOM[x][0])

  selection_panel = tcod.console_new(g.screen_width, g.screen_height - title_panel_h)
  tcod.console_set_alignment(selection_panel, tcod.LEFT)
  tcod.console_set_default_foreground(selection_panel, tcod.sea)

  title_colors = [
    tcod.azure,
    tcod.cyan,
    tcod.dark_purple,
    tcod.dark_violet,
    tcod.fuchsia,
    tcod.light_gray,
    tcod.purple,
    tcod.sea,
    tcod.turquoise,
  ]

  g.lexicon_counter = 0

  questions_options = {
    '': [
      ('start', 'Start'),
      ('exit', 'Exit game')
    ]
  }

  waiting_for_response = True
  while waiting_for_response:
    for y in range(1, 1 + len(g.TITLE_GRAPHIC_TOP)):
      color_index = random.randint(0, len(title_colors) - 1)
      for x in range(0, g.screen_width):
        tcod.console_set_char_foreground(title_panel, x, y, title_colors[color_index])
    
    tcod.console_blit(title_panel, 0, 0, g.screen_width, title_panel_h, 0, 0, 0)

    tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS, key, mouse)
    selection = handle_questions(selection_panel, key, mouse, questions_options, 24)
    if len(selection) > 0:
      if selection[0] == 'start':
        g.context = Context.TEAM_CREATION
        waiting_for_response = False
      elif selection[0] == 'exit':
        g.context = Context.EXIT
        waiting_for_response = False

  tcod.console_clear(title_panel)
  tcod.console_blit(title_panel, 0, 0, g.screen_width, title_panel_h, 0, 0, 0)
  tcod.console_clear(selection_panel)
  tcod.console_blit(selection_panel, 0, 0, g.screen_width, title_panel_h, 0, 0, 0)
  tcod.console_flush()
Esempio n. 7
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    def draw(self, main_map):
        #Settings
        libtcod.console_set_default_background(self.console, libtcod.black)
        libtcod.console_set_alignment(self.console, libtcod.CENTER)

        if main_map.selected_unit:
            start = (self.width - 4)/2
            #Draw all units in the unit image
            for x in range(self.width - 4):
                for y in range(self.width - 4):
                    libtcod.image_put_pixel(self.unit_image, x, y, main_map.map_list[main_map.selected_unit.x + x - start][main_map.selected_unit.y + y - start].color)
                    for u in main_map.units:
                        if u.x == (main_map.selected_unit.x + x - start) and u.y == (main_map.selected_unit.y + y - start):
                            libtcod.console_set_char_foreground(self.console, x + 2, y + 4, u.color)
                            libtcod.console_set_char(self.console, x + 2, y + 4, u.char)

            libtcod.console_print_frame(self.console, 0, 0, self.width, self.height, False, libtcod.BKGND_NONE, main_map.selected_unit.name)
            libtcod.console_rect(self.console, 0,0, 20, 1, False)
            libtcod.image_blit_rect(self.unit_image, self.console, 2, 4, self.width - 4, self.width - 4, libtcod.BKGND_SET)

            libtcod.console_set_alignment(self.console, libtcod.LEFT)
            #Unit stats
            statx = self.width + 1
            libtcod.console_print(self.console, 2, statx, 'Speed')
            libtcod.console_print(self.console, 2, statx + 1, 'Attack')
            libtcod.console_print(self.console, 2, statx + 2, 'Armor')

            libtcod.console_set_alignment(self.console, libtcod.RIGHT)
            libtcod.console_print(self.console, self.width - 2, statx, str(main_map.selected_unit.speed))
            libtcod.console_print(self.console, self.width - 2, statx + 1, str(main_map.selected_unit.attack))
            libtcod.console_print(self.console, self.width - 2, statx + 2, str(main_map.selected_unit.armor))

            libtcod.console_blit(self.console, 0, 0, self.width, self.height, 0, 1, 60 - self.height/2, 1, 0.75)
Esempio n. 8
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    def refresh_gui_background(self, console):

        libtcod.console_clear(console)

        self.background_color = DARK_GRAY
        for x in range(self.screen_width):
            for y in range(self.screen_height):
                libtcod.console_set_char_background(console, x, y,
                                                    self.background_color)

        if self.paused == True:
            for x in range(12):
                libtcod.console_set_char_background(console,
                                                    self.camera.width - 15 + x,
                                                    0, DARK_GRAY)
                libtcod.console_put_char(console, self.camera.width - 15 + x,
                                         0, self.PAUSED_TEXT[x],
                                         libtcod.BKGND_NONE)
                libtcod.console_set_char_foreground(console,
                                                    self.camera.width - 15 + x,
                                                    0, WHITE)

        if self.loading == True:

            for x in xrange(13):
                libtcod.console_set_char_background(console, 15 + x, 0,
                                                    DARK_TEAL)
                libtcod.console_put_char(console, 15 + x, 0,
                                         self.LOADING_TEXT[x],
                                         libtcod.BKGND_NONE)
                libtcod.console_set_char_foreground(console, 15 + x, 0, WHITE)
Esempio n. 9
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    def render_all(self):
        libtcod.console_clear(self.con)

        for y in range(self.CAMERA_HEIGHT):
            for x in range(self.CAMERA_WIDTH):
                #First, get the absolute map coordinates of whatever's in view
                (map_x, map_y) = (self.camera.x + x - self.CAMERA_WIDTH/2, self.camera.y + y - self.CAMERA_HEIGHT/2)
                #Then, get which chunk it's on, and where on that chunk it is
                chunk_count_x, chunk_count_y, local_x, local_y = self.to_chunk_and_local_coords(map_x, map_y)
                #Now, render the appropriate char based on the coords
                libtcod.console_put_char(self.con, x, y, self.map.map[chunk_count_x][chunk_count_y].chunk[local_x][local_y].char, libtcod.BKGND_NONE)
                libtcod.console_set_char_foreground(self.con, x, y, self.map.map[chunk_count_x][chunk_count_y].chunk[local_x][local_y].color)
                    
        #Draw all objects in range of the player to be active
        self.active_objects = self.get_active_objects()
        for object in self.active_objects:
            self.draw_object(object)

        if self.cursor!= None:
            self.draw_object(self.cursor)
     
        #blit the contents of "con" to the root console
        libtcod.console_blit(self.con, 0, 0, self.SCREEN_WIDTH, self.SCREEN_HEIGHT, 0, 0, 0)

        #blit the infobar to the root console
        self.refresh_infobar(self.infobar)
        libtcod.console_blit(self.infobar, 0, 0, self.SCREEN_WIDTH, self.SCREEN_HEIGHT, 0, 0, self.SCREEN_HEIGHT - 1)

        #if we're showing the right-side menu, show it
        if self.show_menu == True:
            self.refresh_menu(self.menu)
            libtcod.console_blit(self.menu, 0, 0, self.SCREEN_WIDTH, self.SCREEN_HEIGHT, 0, self.SCREEN_WIDTH - self.MENU_WIDTH, 0)
Esempio n. 10
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    def refresh_main_view(self, main_view):
        libtcod.console_clear(main_view)
        for y in xrange(self.CAMERA_HEIGHT):
            for x in xrange(self.CAMERA_WIDTH):
                #First, get the absolute map coordinates of whatever's in view
                (map_x, map_y) = (self.camera.x + x - self.CAMERA_WIDTH / 2,
                                  self.camera.y + y - self.CAMERA_HEIGHT / 2)
                #Then, get which chunk it's on, and where on that chunk it is
                chunk_count_x, chunk_count_y, local_x, local_y = self.to_chunk_and_local_coords(
                    map_x, map_y)
                #Convert chunk coords to chunk coords relative to the player, offset southeast by 1 (because player is always at 1, 1 in active_chunks)
                #(and what we really want is the index of the chunk in active_chunks)
                active_x, active_y = self.abst_actv_chunk_coords(
                    chunk_count_x, chunk_count_y)
                #Now, render the appropriate char based on the coords
                libtcod.console_put_char(
                    main_view, x, y, self.active_chunks.map[active_x]
                    [active_y].chunk[local_x][local_y].char,
                    libtcod.BKGND_NONE)
                libtcod.console_set_char_foreground(
                    main_view, x, y, self.active_chunks.map[active_x]
                    [active_y].chunk[local_x][local_y].color)

        self.active_objects = self.get_active_objects()

        for object in self.active_objects:
            self.draw_object(object, main_view)

        if self.cursor != None:
            self.draw_object(self.cursor, main_view)
Esempio n. 11
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 def _draw_what_player_sees(self, pc):
     world=rog.world()
     seer=world.component_for_entity(pc, cmp.SenseSight)
     rang=seer.sight
     pos=world.component_for_entity(pc, cmp.Position)
     rend=world.component_for_entity(ent, cmp.Draw)
     for     x in range( max(0, pc.x-rang), min(self.w, pc.x+rang+1) ):
         for y in range( max(0, pc.y-rang), min(self.h, pc.y+rang+1) ):
             canSee=False
             
             if not rog.in_range(pos.x,pos.y, x,y, rang):
                 continue
             if not libtcod.map_is_in_fov(seer.fov_map, x,y):
                 continue
             ent=self.thingat(x, y)
             if (self.get_light_value(x,y) == 0 and not rog.on(pc,NVISION) ):
                 self._draw_silhouettes(pc, x,y, ent)
                 continue
             
             if ent:
                 libtcod.console_put_char(
                     self.con_map_state, x,y,
                     rend.char)
                 libtcod.console_set_char_foreground(
                     self.con_map_state, x,y, rend.color)
                 self._apply_rendered_bgcol(x,y, ent)
             else:
                 libtcod.console_put_char_ex(self.con_map_state, x,y,
                     self.get_char(x, y),
                     self.get_color(x, y), self.get_bgcolor(x, y))
Esempio n. 12
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 def printMsg(self, y, msg):
     for k, c in enumerate(msg):
         if k >= self.w:
             break
         x = 1 + self.x + k
         _y = self.y + y
         libtcod.console_put_char(self.console, x, _y, c)
         libtcod.console_set_char_foreground(self.console, x, _y, self.colText)
Esempio n. 13
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File: lot.py Progetto: Athemis/lot
 def draw(self):
     if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
        (self.always_visible and map[self.x, self.y].explored)):
         # Set the color and draw the character
         libtcod.console_put_char(con, self.x, self.y,
                                  self.char, libtcod.BKGND_NONE)
         libtcod.console_set_char_foreground(con, self.x,
                                             self.y, self.color)
Esempio n. 14
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 def print_employee(self, console, employeeType, x, y):
     color = TilePainter.employeeToColor[employeeType]
     symbol = TilePainter.EMPLOYEE_SYMBOL
     libtcod.console_set_char_foreground(console,
                                         x,
                                         y,
                                         color)
     libtcod.console_set_char(console,x,y,symbol)
Esempio n. 15
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 def draw(self):
     if (libtcod.map_is_in_fov(fov_map, self.x, self.y)
             or (self.always_visible and map[self.x, self.y].explored)):
         # Set the color and draw the character
         libtcod.console_put_char(con, self.x, self.y, self.char,
                                  libtcod.BKGND_NONE)
         libtcod.console_set_char_foreground(con, self.x, self.y,
                                             self.color)
Esempio n. 16
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def drawCar(car, visibleOffsetX, visibleOffsetY, backgroundColor):
    visible, screenX, screenY = getScreenCoordinates(car.X, car.Y, visibleOffsetX, visibleOffsetY)
    if (visible == False):
        # cannot see me :)
        return

    libtcod.console_put_char(0, screenX, screenY, car.DisplayChar, libtcod.BKGND_NONE)
    libtcod.console_set_char_foreground(0, screenX, screenY, car.DisplayColor)
    libtcod.console_set_char_background(0, screenX, screenY, backgroundColor, libtcod.BKGND_SET)
Esempio n. 17
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    def draw(self):
        for tile in self.currentMap.get_map_list():
            tile.draw()
            libtcod.console_set_char_foreground(0, tile.x, tile.y,
                                                libtcod.Color(255, 0, 0))

        for tile in self.get_tiles_in_fov():
            self.currentMap.get_tile(tile.x, tile.y).explored = True
            libtcod.console_set_char_foreground(0, tile.x, tile.y,
                                                libtcod.Color(255, 255, 255))
Esempio n. 18
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def draw_all_tiles():
    for tile in TILES:
        tcod.console_set_char_foreground(ITEM_WINDOW,
                                         TILES.keys().index(tile), 0,
                                         TILES[tile]['color'][0])
        tcod.console_set_char_background(ITEM_WINDOW,
                                         TILES.keys().index(tile), 0,
                                         TILES[tile]['color'][1])
        tcod.console_set_char(ITEM_WINDOW,
                              TILES.keys().index(tile), 0, TILES[tile]['icon'])
Esempio n. 19
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	def draw(self, con, x_origin = 0, y_origin = 0):
		super(BodyComponent, self).draw(con, x_origin, y_origin)
		if self.engine_single:
			for y in range(7):
				libtcod.console_put_char(con, x_origin, len(self.shape) + y + y_origin, 179)
				libtcod.console_set_char_foreground(con, x_origin, len(self.shape) + y + y_origin, libtcod.red * (1.0 / (y+1)))
		elif self.engine_double:
			for y in range(7):
				libtcod.console_put_char(con, x_origin, len(self.shape) + y + y_origin, 186)
				libtcod.console_set_char_foreground(con, x_origin, len(self.shape) + y + y_origin, libtcod.red * (1.0 / (y+1)))
Esempio n. 20
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def _draw_unseen(player, screen_x, screen_y, pos, terrain, icon):
    global _con
    current_map = player.current_map
    sc = terrain.unseen_color
    if not sc:
        sc = map.region_colors_unseen[current_map.region_terrain[current_map.region[pos.x][pos.y]]]
    libtcod.console_set_char_background(_con, screen_x, screen_y, sc, libtcod.BKGND_SET)
    # _debug_region(current_map, screen_x, screen_y, pos)
    if icon:
        libtcod.console_set_char_foreground(_con, screen_x, screen_y, terrain.icon_color)
        libtcod.console_set_char(_con, screen_x, screen_y, icon)
Esempio n. 21
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 def refresh_gui_background(self, gui):
     libtcod.console_clear(gui)
     for x in xrange(self.SCREEN_WIDTH):
         for y in xrange(self.SCREEN_HEIGHT):
             libtcod.console_set_char_background(gui, x, y, libtcod.Color(100, 100, 100))
     if self.paused == True:
         pause_text = "***PAUSED***"
         for x in xrange(12):
             libtcod.console_set_char_background(gui, self.CAMERA_WIDTH-15+x, 0, libtcod.Color(100, 100, 200))
             libtcod.console_put_char(gui, self.CAMERA_WIDTH-15+x, 0, pause_text[x], libtcod.BKGND_NONE)
             libtcod.console_set_char_foreground(gui, self.CAMERA_WIDTH-15+x, 0, libtcod.Color(255, 255, 255))
Esempio n. 22
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	def draw(self, con, x_origin = 0, y_origin = 0):
		super(WingComponent, self).draw(con, x_origin, y_origin)
		for engine in self.engines_single:
			for y in range(5):
				libtcod.console_put_char(con, engine + x_origin, len(self.shape) + y + y_origin, 179)
				libtcod.console_set_char_foreground(con, engine + x_origin, len(self.shape) + y + y_origin, libtcod.red * (1.0 / (y+1)))
		for engine in self.engines_double:
			for y in range(5):
				libtcod.console_put_char(con, engine + x_origin, len(self.shape) + y + y_origin, 186)
				libtcod.console_set_char_foreground(con, engine + x_origin, len(self.shape) + y + y_origin, libtcod.red * (1.0 / (y+1)))
		for weapon in self.weapons:
			weapon[0].draw(con, x_origin + weapon[1], y_origin + weapon[2])
Esempio n. 23
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def drawCar(car, visibleOffsetX, visibleOffsetY, backgroundColor):
    visible, screenX, screenY = getScreenCoordinates(car.X, car.Y,
                                                     visibleOffsetX,
                                                     visibleOffsetY)
    if (visible == False):
        # cannot see me :)
        return

    libtcod.console_put_char(0, screenX, screenY, car.DisplayChar,
                             libtcod.BKGND_NONE)
    libtcod.console_set_char_foreground(0, screenX, screenY, car.DisplayColor)
    libtcod.console_set_char_background(0, screenX, screenY, backgroundColor,
                                        libtcod.BKGND_SET)
Esempio n. 24
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 def draw(self, in_sight, area):
     if in_sight:
         lt.console_set_char_foreground(area.con, self.row, self.col, self.f_color)
         lt.console_set_char_background(area.con, self.row, self.col, self.b_color)
         lt.console_set_char(area.con, self.row, self.col, self.char)
         self.explored = True
     elif self.explored:
         f_color = lt.color_lerp(area.fog, self.f_color, area.fog_density)
         b_color = lt.color_lerp(area.fog, self.b_color, area.fog_density)
         lt.console_set_char_background(area.con, self.row, self.col, b_color)
         lt.console_set_default_foreground(area.con, f_color)
         lt.console_put_char(area.con, self.row, self.col, self.char)
     else:
         lt.console_set_char_background(area.con, self.row, self.col, area.fog)
Esempio n. 25
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def _draw_unseen(player, screen_x, screen_y, pos, terrain, icon):
    global _con
    current_map = player.current_map
    sc = terrain.unseen_color
    if not sc:
        sc = map.region_colors_unseen[current_map.region_terrain[
            current_map.region[pos.x][pos.y]]]
    libtcod.console_set_char_background(_con, screen_x, screen_y, sc,
                                        libtcod.BKGND_SET)
    # _debug_region(current_map, screen_x, screen_y, pos)
    if icon:
        libtcod.console_set_char_foreground(_con, screen_x, screen_y,
                                            terrain.icon_color)
        libtcod.console_set_char(_con, screen_x, screen_y, icon)
Esempio n. 26
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    def renderFrame(self):
        for i in range(self.w + 1):

            x = self.x + i
            y1 = self.y
            y2 = self.y + self.h - 1

            libtcod.console_put_char(self.console, x, y1, self.ch)
            libtcod.console_put_char(self.console, x, y2, self.ch)

            libtcod.console_set_char_foreground(self.console, x, y1, self.colFrame)
            libtcod.console_set_char_foreground(self.console, x, y2, self.colFrame)

        # we've already drawn the corners
        for j in range(1, self.h):

            y = self.y + j
            x1 = self.x
            x2 = self.x + self.w

            libtcod.console_put_char(self.console, x1, y, self.ch)
            libtcod.console_put_char(self.console, x2, y, self.ch)

            libtcod.console_set_char_foreground(self.console, x1, y, self.colFrame)
            libtcod.console_set_char_foreground(self.console, x2, y, self.colFrame)
Esempio n. 27
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def print_vehicles(con, race, player_y, distance_traveled_by_player):
    for n in range(0, len(race.teams)):
        # All vehicles are displayed vertically relative to player
        new_y = player_y + (int(distance_traveled_by_player) -
                            int(race.teams[n].vehicle.distance_traveled))
        race.teams[n].vehicle.y = new_y
        for row in range(0, len(race.teams[n].vehicle.body.rows)):
            for col in range(0, len(race.teams[n].vehicle.body.rows[row])):
                x = race.teams[n].vehicle.x + col
                y = race.teams[n].vehicle.y + row
                tcod.console_put_char(
                    con, x, int(y), race.teams[n].vehicle.body.rows[row][col],
                    tcod.BKGND_NONE)
                tcod.console_set_char_foreground(con, x, int(y),
                                                 race.teams[n].vehicle.color)
Esempio n. 28
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def initialize_fov():
    global fov_recompute, fov_map
    fov_recompute = True

    #Create the FOV map, according to the generated map
    fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
    
    libtcod.console_clear(con) #Unexplored areas start as black

    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            libtcod.console_set_char_background(con, x, y, libtcod.black)
            libtcod.console_set_char_foreground(con, x, y, libtcod.darker_grey)
            libtcod.console_set_char(con, x, y, map[x][y].char)
Esempio n. 29
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def render_wall(con, x, y, color):
    # TODO: Think of a better way to do this
    # TODO: Improve outside walls
    if y + 1 >= consts.MAP_HEIGHT:
        north = False
    else:
        north = Map_Tiles[x][y + 1].blocked
    if y - 1 < 0:
        south = False
    else:
        south = Map_Tiles[x][y - 1].blocked
    if x + 1 >= consts.MAP_WIDTH:
        west = False
    else:
        west = Map_Tiles[x + 1][y].blocked
    if x - 1 < 0:
        east = False
    else:
        east = Map_Tiles[x - 1][y].blocked
    if north and south and east and west:
        wall_char = libtcod.CHAR_DCROSS
    elif north and not south and east and west:
        wall_char = libtcod.CHAR_DTEES
    elif not north and south and east and west:
        wall_char = libtcod.CHAR_DTEEN
    elif north and south and east and not west:
        wall_char = libtcod.CHAR_DTEEW
    elif north and south and not east and west:
        wall_char = libtcod.CHAR_DTEEE
    elif north and not south and east and not west:
        wall_char = libtcod.CHAR_DNE
    elif north and not south and not east and west:
        wall_char = libtcod.CHAR_DNW
    elif not north and south and east and not west:
        wall_char = libtcod.CHAR_DSE
    elif not north and south and not east and west:
        wall_char = libtcod.CHAR_DSW
    elif north and south:
        wall_char = libtcod.CHAR_DVLINE
    elif east and west:
        wall_char = libtcod.CHAR_DHLINE
    else:
        wall_char = libtcod.CHAR_DCROSS
    libtcod.console_set_char_foreground(con, x, y, color)
    libtcod.console_set_char(con, x, y, wall_char)
Esempio n. 30
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 def draw(self, con, x_origin=0, y_origin=0):
     super(BodyComponent, self).draw(con, x_origin, y_origin)
     if self.engine_single:
         for y in range(7):
             libtcod.console_put_char(con, x_origin,
                                      len(self.shape) + y + y_origin, 179)
             libtcod.console_set_char_foreground(
                 con, x_origin,
                 len(self.shape) + y + y_origin,
                 libtcod.red * (1.0 / (y + 1)))
     elif self.engine_double:
         for y in range(7):
             libtcod.console_put_char(con, x_origin,
                                      len(self.shape) + y + y_origin, 186)
             libtcod.console_set_char_foreground(
                 con, x_origin,
                 len(self.shape) + y + y_origin,
                 libtcod.red * (1.0 / (y + 1)))
Esempio n. 31
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 def draw(self, con, x_origin=0, y_origin=0):
     super(WingComponent, self).draw(con, x_origin, y_origin)
     for engine in self.engines_single:
         for y in range(5):
             libtcod.console_put_char(con, engine + x_origin,
                                      len(self.shape) + y + y_origin, 179)
             libtcod.console_set_char_foreground(
                 con, engine + x_origin,
                 len(self.shape) + y + y_origin,
                 libtcod.red * (1.0 / (y + 1)))
     for engine in self.engines_double:
         for y in range(5):
             libtcod.console_put_char(con, engine + x_origin,
                                      len(self.shape) + y + y_origin, 186)
             libtcod.console_set_char_foreground(
                 con, engine + x_origin,
                 len(self.shape) + y + y_origin,
                 libtcod.red * (1.0 / (y + 1)))
     for weapon in self.weapons:
         weapon[0].draw(con, x_origin + weapon[1], y_origin + weapon[2])
Esempio n. 32
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    def refresh_main_view(self, main_view):
        libtcod.console_clear(main_view)
        self.camera.refresh_position()
        for y in xrange(self.CAMERA_HEIGHT):
            for x in xrange(self.CAMERA_WIDTH):
                (map_x, map_y) = (self.camera.x+x-self.CAMERA_WIDTH/2, self.camera.y+y-self.CAMERA_HEIGHT/2)
                if 0 <= map_x < len(self.level.map) and 0 <= map_y < len(self.level.map):
                    libtcod.console_put_char(main_view, x, y, self.level.map[map_x][map_y].char, libtcod.BKGND_NONE)
                    libtcod.console_set_char_foreground(main_view, x, y, self.level.map[map_x][map_y].color)
                elif len(self.level.map)*-1 < map_x < 0 and 0 <= map_y < len(self.level.map):
                    libtcod.console_put_char(main_view, x, y, self.level.map[map_x*-1][map_y].char, libtcod.BKGND_NONE)
                    libtcod.console_set_char_foreground(main_view, x, y, self.level.map[map_x*-1][map_y].color)
                else:
                    libtcod.console_put_char(main_view, x, y, " ", libtcod.BKGND_NONE)

        for actor in self.level.actors:
            self.draw_actor(actor, main_view)

        if self.cursor!= None:
            self.draw_actor(self.cursor, main_view)
Esempio n. 33
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def render():

    for y in range(R.SCREEN_HEIGHT):
        for x in range(R.SCREEN_WIDTH):
            #             r = int(libtcod.heightmap_get_value(map_.hm, x, y))
            #             g = int(libtcod.heightmap_get_value(map_.hm, x, y))
            if x < R.MAP_WIDTH and y < R.MAP_HEIGHT:
                b = int(map_.tiles[x][y].humidity)
                colour = libtcod.Color(0, 0, int(b))
                libtcod.console_set_char_background(con, x, y, colour)

                if len(map_.wind_gen.map[x][y]) > 0:
                    libtcod.console_set_char(con, x, y, ".")
                    libtcod.console_set_char_foreground(
                        con, x, y, libtcod.white)
                else:
                    libtcod.console_set_char_foreground(
                        con, x, y, libtcod.black)
                    libtcod.console_set_char(con, x, y, " ")

            if x >= R.MAP_WIDTH and y < R.MAP_HEIGHT:
                ax = x - R.MAP_WIDTH
                ay = y

                b = int(map_.tiles[ax][y].elevation)
                c = b
                if map_.tiles[ax][ay].type != "water":
                    c = 10
                colour = libtcod.Color(int(b), int(c), int(b))
                libtcod.console_set_char_background(con, x, y, colour)

            if x >= R.MAP_WIDTH and y >= R.MAP_HEIGHT:
                ax = x - R.MAP_WIDTH
                ay = y - R.MAP_HEIGHT
                b = int(map_.tiles[ax][ay].temperature)
                colour = libtcod.Color(int(b), int(b), int(b))
                libtcod.console_set_char_background(con, x, y, colour)

    libtcod.console_blit(con, 0, 0, R.SCREEN_WIDTH, R.SCREEN_HEIGHT, 0, 0, 0)

    libtcod.console_flush()
Esempio n. 34
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def handle_mouse():

    mouse = libtcod.mouse_get_status()

    (x, y) = (mouse.cx, mouse.cy)

    if x > R.MAP_WIDTH - 1:
        x = R.MAP_WIDTH - 1
    if y > R.MAP_HEIGHT - 1:
        y = R.MAP_HEIGHT - 1
    if x < 0:
        x = 0
    if y < 0:
        y = 0

    if x < R.MAP_WIDTH and y < R.MAP_HEIGHT:
        libtcod.console_set_char_foreground(con, x, y, libtcod.orange)
        libtcod.console_set_char(con, x, y, "#")

        ax = x + R.MAP_WIDTH
        ay = y

        libtcod.console_set_char_foreground(con, ax, ay, libtcod.orange)
        libtcod.console_set_char(con, ax, ay, "#")

        ax = x + R.MAP_WIDTH
        ay = y + R.MAP_HEIGHT

        libtcod.console_set_char_foreground(con, ax, ay, libtcod.orange)
        libtcod.console_set_char(con, ax, ay, "#")
Esempio n. 35
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def handle_mouse():
    
    mouse = libtcod.mouse_get_status()
    
    (x, y) = (mouse.cx, mouse.cy)

    if x > R.MAP_WIDTH - 1:
        x = R.MAP_WIDTH - 1
    if y > R.MAP_HEIGHT -  1:
        y = R.MAP_HEIGHT - 1
    if x < 0:
        x = 0
    if y < 0:
        y = 0
    
    if x < R.MAP_WIDTH and y < R.MAP_HEIGHT:
        libtcod.console_set_char_foreground(con, x, y, libtcod.orange)
        libtcod.console_set_char(con, x, y, "#")
        
        ax = x + R.MAP_WIDTH 
        ay = y
        
        
        libtcod.console_set_char_foreground(con, ax, ay, libtcod.orange)
        libtcod.console_set_char(con, ax, ay, "#")  
        
        ax = x + R.MAP_WIDTH 
        ay = y + R.MAP_HEIGHT 
        
        libtcod.console_set_char_foreground(con, ax, ay, libtcod.orange)
        libtcod.console_set_char(con, ax, ay, "#")    
Esempio n. 36
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def draw_tile(tile,pos,color):
	_x = pos[0]-var.camera[0]
	_y = pos[1]-var.camera[1]
	
	if var.output=='libtcod':# and var.player.level.outside:
		#print var.player.level.tmap
		if var.player.level.tmap[pos[0]][pos[1]]:
			libtcod.console_set_char_background(var.tree,_x,_y,libtcod.Color(var.player.level.tmap[pos[0]][pos[1]],0,0), flag=libtcod.BKGND_SET)
	
	if var.player.level.outside:
		if tile.has_key('id'):
			_icon = False
			if var.buffer[_x][_y] == tile['id'] and var.player.level.outside: return
			else: var.buffer[_x][_y] = tile['id']
		elif tile.has_key('icon'):
			_icon = True
			if tile.has_key('limbs') and var.output=='libtcod':
				for __x in xrange(-6,7):
					for __y in xrange(-6,7):
						if tile['limbs'][__x][__y]:
							libtcod.console_set_char_background(var.tree, _x+__x, _y+__y, libtcod.Color(50,50,50), flag=libtcod.BKGND_SET)
							libtcod.console_set_char_foreground(var.tree, _x+__x, _y+__y, libtcod.Color(50,50,50))
							libtcod.console_set_char(var.tree, _x+__x, _y+__y, '#')
				
			if var.buffer[_x][_y] == tile['icon'] and var.player.level.outside: return
			else: var.buffer[_x][_y] = tile['icon']
	
	var.dirty.append((_x,_y))
	
	if isinstance(tile['icon'],unicode):
		tile['icon'] = str(tile['icon'])
	
	if var.output=='pygame':
		var.view.putchar(tile['icon'],x=_x,y=_y,fgcolor=color[0],bgcolor=color[1])
	else:
		_color = (var.color_codes[color[0]],var.color_codes[color[1]])
		if not var.player.level.outside:
			libtcod.console_set_char_background(var.view, _x, _y, libtcod.Color(_color[1][0],_color[1][1],_color[1][2]), flag=libtcod.BKGND_SET)
		libtcod.console_set_char_foreground(var.view, _x, _y, libtcod.Color(_color[0][0],_color[0][1],_color[0][2]))
		libtcod.console_set_char(var.view, _x, _y, tile['icon'])
Esempio n. 37
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File: r4.py Progetto: tanadrin/ma_py
    def refresh_main_view(self, main_view):
        libtcod.console_clear(main_view)
        for y in xrange(self.CAMERA_HEIGHT):
            for x in xrange(self.CAMERA_WIDTH):
                #First, get the absolute map coordinates of whatever's in view
                (map_x, map_y) = (self.camera.x+x-self.CAMERA_WIDTH/2, self.camera.y+y-self.CAMERA_HEIGHT/2)
                #Then, get which chunk it's on, and where on that chunk it is
                chunk_count_x, chunk_count_y, local_x, local_y = self.to_chunk_and_local_coords(map_x, map_y)
                #Convert chunk coords to chunk coords relative to the player, offset southeast by 1 (because player is always at 1, 1 in active_chunks)
                #(and what we really want is the index of the chunk in active_chunks)
                active_x, active_y = self.abst_actv_chunk_coords(chunk_count_x, chunk_count_y)
                #Now, render the appropriate char based on the coords
                libtcod.console_put_char(main_view, x, y, self.active_chunks.map[active_x][active_y].chunk[local_x][local_y].char, libtcod.BKGND_NONE)
                libtcod.console_set_char_foreground(main_view, x, y, self.active_chunks.map[active_x][active_y].chunk[local_x][local_y].color)

        self.active_objects = self.get_active_objects()

        for object in self.active_objects:
            self.draw_object(object, main_view)

        if self.cursor!= None:
            self.draw_object(self.cursor, main_view)
Esempio n. 38
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def render():
    
    for y in range(R.SCREEN_HEIGHT): 
        for x in range(R.SCREEN_WIDTH):
#             r = int(libtcod.heightmap_get_value(map_.hm, x, y))
#             g = int(libtcod.heightmap_get_value(map_.hm, x, y))
            if x < R.MAP_WIDTH and y < R.MAP_HEIGHT:
                b = int(map_.tiles[x][y].humidity)
                colour = libtcod.Color(0,0,int(b))
                libtcod.console_set_char_background(con, x, y, colour)
                
                if len(map_.wind_gen.map[x][y]) > 0:
                    libtcod.console_set_char(con,x,y,".")
                    libtcod.console_set_char_foreground(con, x, y, libtcod.white)
                else:
                    libtcod.console_set_char_foreground(con, x, y, libtcod.black)
                    libtcod.console_set_char(con, x, y, " ")
                    
            if x >= R.MAP_WIDTH and y < R.MAP_HEIGHT:
                ax = x - R.MAP_WIDTH 
                ay = y
                
                b = int(map_.tiles[ax][y].elevation)
                c = b
                if map_.tiles[ax][ay].type != "water":
                    c = 10
                colour = libtcod.Color(int(b),int(c),int(b))
                libtcod.console_set_char_background(con, x, y, colour)
                    
            if x >= R.MAP_WIDTH and y >= R.MAP_HEIGHT:
                ax = x - R.MAP_WIDTH
                ay = y - R.MAP_HEIGHT 
                b = int(map_.tiles[ax][ay].temperature)
                colour = libtcod.Color(int(b),int(b),int(b))
                libtcod.console_set_char_background(con, x, y, colour)
                    
    libtcod.console_blit(con, 0, 0, R.SCREEN_WIDTH, R.SCREEN_HEIGHT, 0, 0, 0)
    
    libtcod.console_flush()
Esempio n. 39
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    def ui_layer(self):

        if self.move_range:
            for tile in self.game.get_reachable_list():
                libtcod.console_set_char_background(self.parent().console,
                                                    tile[0] + 1, tile[1] + 1,
                                                    Color.GREEN)

        if self.game.targeting:

            for unit in self.game.get_target_list():
                libtcod.console_set_char_background(self.parent().console,
                                                    unit.get_pos()[0] + 1,
                                                    unit.get_pos()[1] + 1,
                                                    Color.RED)
            if self.game.selected_action > 0 and self.game.target:
                libtcod.console_set_char_background(
                    self.parent().console,
                    self.game.target.get_pos()[0] + 1,
                    self.game.target.get_pos()[1] + 1, Color.LRED)
                libtcod.console_set_char_foreground(
                    self.parent().console,
                    self.game.target.get_pos()[0] + 1,
                    self.game.target.get_pos()[1] + 1, Color.LCYAN)

        if self.selected:
            if self.game.selected_tile:
                libtcod.console_set_char_background(
                    self.parent().console,
                    self.game.get_select_tile()[0] + 1,
                    self.game.get_select_tile()[1] + 1, Color.YELLOW)
            if self.game.selected_unit:
                libtcod.console_set_char_background(
                    self.parent().console,
                    self.game.selected_unit.get_pos()[0] + 1,
                    self.game.selected_unit.get_pos()[1] + 1, Color.LCYAN)
Esempio n. 40
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def input(typ, con, posx, posy, min=0, max=100):
	command = ''
	x = 0
	done = False
	key = libtcod.Key()
	while done is False:
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
		if key.vk == libtcod.KEY_BACKSPACE and x > 0:
			libtcod.console_set_char(con, x + posx - 1, posy, chr(95))
			libtcod.console_set_char_foreground(con, x + posx - 1, posy, libtcod.white)
			libtcod.console_set_char(con, x + posx, posy, ' ')
			command = command[:-1]
			x -= 1
		elif key.vk == libtcod.KEY_ENTER:
			if not len(command) in range(min, max):
				libtcod.console_set_default_foreground(0, libtcod.dark_red)
				libtcod.console_print(con, 2, posy + 2, 'Player name must be between ' + str(min) + ' to ' + str(max - 1) + ' characters!')
			elif typ == 'chargen':
				if command.lower() in game.savefiles:
					libtcod.console_set_default_foreground(0, libtcod.dark_red)
					libtcod.console_rect(con, 2, posy + 2, 50, 1, True)
					libtcod.console_print(con, 2, posy + 2, 'That name already exist!')
				else:
					done = True
			else:
				done = True
		elif key.c in range(32, 127) and len(command) < 20:
			libtcod.console_set_char(con, x + posx, posy, chr(key.c))  # print new character at appropriate position on screen
			libtcod.console_set_char_foreground(con, x + posx, posy, libtcod.light_red)
			libtcod.console_set_char(con, x + posx + 1, posy, chr(95))
			libtcod.console_set_char_foreground(con, x + posx + 1, posy, libtcod.white)
			command += chr(key.c)  # add to the string
			x += 1

		libtcod.console_blit(con, 0, 0, game.SCREEN_WIDTH, game.SCREEN_HEIGHT, 0, 0, 0)
		libtcod.console_flush()
	return command
Esempio n. 41
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	def draw(self, con, x_origin = 0, y_origin = 0):
		super(WeaponComponent, self).draw(con, x_origin, y_origin)
		for y in range(1, 5):
			libtcod.console_put_char(con, x_origin, - y + y_origin, self.projectile)
			libtcod.console_set_char_foreground(con, x_origin, - y + y_origin, self.projectile_color)
Esempio n. 42
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def render_all():
    global cam_x, cam_y, selected

    #clear the city locations using OLD cam position.
    for city in R.cities:
        loc = R.tiles[city.x][city.y]
        colour = loc.bg
        libtcod.console_set_char_background(con, cam_x + city.x, cam_y + city.y, colour, libtcod.BKGND_SET)
        libtcod.console_set_char(con, cam_x + city.x, cam_y + city.y, ord(' '))

    #clear position of old object
    for objects in R.world_obj:
        objects.clear(cam_x, cam_y)

    #find the NEW camera position
    cam_x = scrolling_map(you.x, R.MAP_VIEW_WIDTH / 2, R.MAP_VIEW_WIDTH, R.MAP_WIDTH)
    cam_y = scrolling_map(you.y, R.MAP_VIEW_HEIGHT / 2, R.MAP_VIEW_HEIGHT, R.MAP_HEIGHT)


    #now draw the map!

    #this x and y refers to the SCREEN position. NOT map.
    for y in range(min(R.MAP_VIEW_HEIGHT, len(R.world.tiles[0]))):
        for x in range(min(R.MAP_VIEW_WIDTH, len(R.world.tiles))):

            #find out *actual" map-pos
            map_pos_x = x + cam_x
            map_pos_y = y + cam_y

            #skip if out of bounds
            if map_pos_x >= R.MAP_WIDTH:
                continue
            if map_pos_y >= R.MAP_HEIGHT:
                continue

            tile = R.world.tiles[map_pos_x][map_pos_y]

            #visible = libtcod.map_is_in_fov(fov_map, tile.x, tile.y)
            visible = True
            #wall = tile.block_sight

            if not visible:
                pass #TODO: re-do the visible/ not visible code.
                #if it"s not visible right the player can only see it if it"s explored
                #if tile.explored:
                    #if wall:
                    #    libtcod.console_set_char_backgrnow, ound(con, x, y, color_dark_wall, libtcod.BKGND_SET)
                    #    libtcod.console_set_char(con, x, y, " ")
                    #else:
                    #    libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
                    #    libtcod.console_set_char(con, x, y, " ")
            else:
                #it"s visible
                if tile.POI is None:
                    if traffic:  # for b&w image.
                        v = world.get_foot_traffic(map_pos_x, map_pos_y)
                        colour = libtcod.Color(v, v, v)
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET)
                        libtcod.console_set_char(con, x, y, " ")

                    elif temperature:  # for b&w image.
                        v = world.get_temperature(map_pos_x, map_pos_y)
                        v = int(v)
                        colour = libtcod.Color(v, v, v)
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET)
                        libtcod.console_set_char(con, x, y, " ")

                    elif continent:
                        m = 255 / len(R.world.continents)
                        if tile.type != "water":
                            v = tile.continent * m
                            colour = libtcod.Color(v, v, v)
                        else:
                            colour = tile.bg
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET)
                        libtcod.console_set_char(con, x, y, " ")

                    elif pathfinding:


                        char = " "
                        if len(selected) > 0 and hasattr(selected[0], "ai") and selected[0].ai is not None: # and selected[0].ai.pather.end is not None:
                            if path_to_draw == 3:
                                draw_path =  selected[0].ai.path3
                                pather = selected[0].ai.pather3
                            elif path_to_draw == 2:
                                draw_path =  selected[0].ai.path2
                                pather = selected[0].ai.pather2
                            else:
                                draw_path =  selected[0].ai.path
                                pather = selected[0].ai.pather

                            loc = (map_pos_x,map_pos_y)
                            loc_str = str(loc)
                            if path_to_draw < 3 and pather.node_costs.has_key(loc_str):
                                v = float(pather.node_costs[loc_str])
                                v /= pather.largest_cost
                                v = int( v * 255 )
                                colour = libtcod.Color(v, v, v)

                                if loc in draw_path:
                                    char = "." #path tile

                            elif path_to_draw == 3 and pather.node_costs.has_key(loc): #todo: hack for old pather, remove!!!
                                v = float(pather.node_costs[loc])
                                v /= pather.largest_cost
                                v = int( v * 255 )
                                colour = libtcod.Color(v, v, v)

                                if loc in draw_path:
                                    char = "." #path tile
                            else:
                                if tile.type == "water":
                                    colour = libtcod.Color(0, 10, 100)
                                elif tile.type == "grass":
                                    colour = libtcod.Color(0, 100, 10)
                                elif tile.type == "coast":
                                    colour = libtcod.Color(50, 10, 100)
                                elif tile.type == "path":
                                    colour = libtcod.Color(10, 60, 200)
                                else:
                                    colour = libtcod.Color(100, 10, 0)
                        else:
                            if tile.type == "water":
                                colour = libtcod.Color(0, 10, 100)
                            elif tile.type == "grass":
                                colour = libtcod.Color(0, 100, 10)
                            elif tile.type == "coast":
                                colour = libtcod.Color(50, 10, 100)
                            elif tile.type == "path":
                                colour = libtcod.Color(10, 60, 200)
                            else:
                                colour = libtcod.Color(100, 10, 0)
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET)
                        libtcod.console_set_char(con, x, y, char)

                    else:
                        libtcod.console_set_char(con, x, y, " ")
                        libtcod.console_set_char_background(con, x, y, tile.bg, libtcod.BKGND_SET)
                        #libtcod.console_set_char_foreground(con, x, y, libtcod.black)
                        #libtcod.console_set_char(con, x, y, libtcod.CHAR_BULLET)
                else:
                    libtcod.console_set_char_background(con, x, y, tile.POI.colour, libtcod.BKGND_SET)
                    libtcod.console_set_char_foreground(con, x, y, libtcod.white)
                    libtcod.console_set_char(con, x, y, tile.POI.char)
                #since it"s visible, explore it
                tile.explored = True

    #now draw all the merchants
    for city in cities:
        for merchant in city.trade_house.caravans_out:
            merchant.draw(cam_x, cam_y)
    for objects in R.world_obj:
        if objects.ai:
            # objects.clear(cam_x, cam_y)
            objects.draw(cam_x, cam_y)
    you.draw(cam_x, cam_y)



    #libtcod.console_print_ex(message_bar, R.SCREEN_WIDTH - R.INFO_BAR_WIDTH, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())         
    # libtcod.console_set_default_background(con, libtcod.white)
    libtcod.console_blit(con, 0, 0, R.MAP_VIEW_WIDTH, R.MAP_VIEW_HEIGHT, 0, 0, 0)
    libtcod.console_blit(con_char, 0, 0, R.MAP_VIEW_WIDTH, R.MAP_VIEW_HEIGHT, 0, 0, 0, 1.0, 0.0)
    libtcod.console_blit(inf, 0, 0, R.INFO_BAR_WIDTH, R.SCREEN_HEIGHT, 0, R.MAP_VIEW_WIDTH, 0)
    libtcod.console_blit(minmap, 0, 0, R.INFO_BAR_WIDTH, R.PANEL_HEIGHT, 0, R.MAP_VIEW_WIDTH, R.PANEL_Y)
    libtcod.console_flush()
Esempio n. 43
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def draw(obj):
    libtcod.console_put_char(0, obj.x, obj.y, obj.char, libtcod.BKGND_NONE)

    if isinstance(obj, Cell) and getattr(obj,"solid"):
        libtcod.console_set_char_foreground(0, obj.x,obj.y,libtcod.red)
Esempio n. 44
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	def render (self):
		tcod.console_put_char(0, self.x, self.y, self.sym, tcod.BKGND_NONE)
		tcod.console_set_char_foreground(0, self.x, self.y, self.color)
Esempio n. 45
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 def set_color_fg(self, position, color, console=0):
     x, y = position
     libtcod.console_set_char_foreground(console, x, y, color)
Esempio n. 46
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 def set_foreground(self, console, x, y):
     if self.foreground is not None:
         libtcod.console_set_char_foreground(console, x, y, self.foreground)
Esempio n. 47
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def render_all(con, panel, game_map, entities, player, fov_map, fov_recompute,
               message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, tile_data, game_state):

    entities_in_render_order = sorted(entities,
                                      key=lambda x: x.render_order.value)
    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map)

    if fov_recompute:
        stairs_x, stairs_y = stairs_location(entities)

        for y in range(game_map.height):
            for x in range(game_map.width):

                visible = lc.map_is_in_fov(fov_map, x, y)

                if visible:
                    lc.console_set_char_background(
                        con, x, y,
                        tile_data.get(game_map.tiles[x][y].terrain)['light'],
                        lc.BKGND_SET)
                    if not (y == stairs_y and x == stairs_x):
                        lc.console_set_char_foreground(
                            con, x, y,
                            tile_data.get(
                                game_map.tiles[x][y].terrain)['dark'])
                        lc.console_set_char(con, x, y,
                                            chr(game_map.tiles[x][y].texture))
                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    # lc.console_put_char(con,x,y,chr(game_map.tiles[x][y].texture),lc.BKGND_NONE)

                    lc.console_set_char_background(
                        con, x, y,
                        tile_data.get(game_map.tiles[x][y].terrain)['dark'],
                        lc.BKGND_SET)
                    if not (y == stairs_y and x == stairs_x):
                        lc.console_set_char_foreground(con, x, y, lc.black)
                        lc.console_set_char(con, x, y,
                                            chr(game_map.tiles[x][y].texture))

    lc.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    lc.console_set_default_background(panel, lc.black)
    lc.console_clear(panel)

    y = 1
    for message in message_log.messages:
        lc.console_set_default_foreground(panel, message.colour)
        lc.console_print_ex(panel, message_log.x, y, lc.BKGND_NONE, lc.LEFT,
                            message.text)
        y += 1

    render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.health,
               player.fighter.max_health, lc.red, lc.darker_red)
    lc.console_print_ex(panel, 1, 3, lc.BKGND_NONE, lc.LEFT,
                        'Dungeon Level: {0}'.format(game_map.floor))

    lc.console_set_default_background(panel, lc.light_gray)
    lc.console_print_ex(panel, 1, 0, lc.BKGND_NONE, lc.LEFT,
                        get_names_under_mouse(mouse, entities, fov_map))

    lc.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)

    if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
        if game_state == GameStates.SHOW_INVENTORY:
            inventory_title = 'Press the key next to an item to use it or Esc to cancel.\n'
        else:
            inventory_title = 'Press the key next to an item to drop it or Esc to cancel. \n'

        inventory_menu(con, inventory_title, player, 50, screen_width,
                       screen_height)
    elif game_state == GameStates.LEVEL_UP:
        level_up_menu(con, 'Level up! Choose a stat to raise:', player, 40,
                      screen_width, screen_height)
    elif game_state == GameStates.CHARACTER_SCREEN:
        character_screen(player, 30, 10, screen_width, screen_height)
Esempio n. 48
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 def set_char_foreground(self,x,y,color):
     libtcod.console_set_char_foreground(self.con,x,y,color)
Esempio n. 49
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def draw_all_tiles():
	for tile in TILES:
		tcod.console_set_char_foreground(ITEM_WINDOW, TILES.keys().index(tile), 0, TILES[tile]['color'][0])
		tcod.console_set_char_background(ITEM_WINDOW, TILES.keys().index(tile), 0, TILES[tile]['color'][1])
		tcod.console_set_char(ITEM_WINDOW, TILES.keys().index(tile), 0, TILES[tile]['icon'])
Esempio n. 50
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def render_all():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global fov_recompute

    if fov_recompute:
        #Recompute FOV
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, 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(fov_map, x, y)
                wall = map[x][y].block_sight

                distance_light = TORCH_RADIUS + 1 - player.distance(x, y) #Make the light dimmer further from player
                distance_dark = SCREEN_WIDTH - player.distance(x, y)
                distance_light = abs(distance_light) ** 0.5 #Square root to make transition non linear
                distance_dark = abs(distance_dark) ** 0.5
     
                if not visible:
                    #If it's not visible right now, the player can only see it if it is already explored
                    if map[x][y].explored:
                        #It is out of FOV
                        if wall:
                            libtcod.console_set_char_background(con, x, y, 
                                    color_dark_wall * (0.075) * distance_dark, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(con, x, y, 
                                    color_dark_ground * (0.075) * distance_dark, libtcod.BKGND_SET)
                            libtcod.console_set_char(con, x, y, ' ')
                else:
                    #It's visible
                    if wall:
                        libtcod.console_set_char_background(con, x, y, 
                                color_light_wall * (0.35) * distance_light, libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(con, x, y, 
                                color_light_ground * (0.35) * distance_light, libtcod.BKGND_SET)
                        libtcod.console_set_char_foreground(con, x, y, libtcod.dark_orange)
                        libtcod.console_set_char(con, x, y, map[x][y].char)
                    #Since it is visible, explore it
                    map[x][y].explored = True

    #draw all objects in the list
    for object in objects:
        object.draw()
    for tree in trees:
        tree.draw()
    player.draw()

    #Blit to con
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

    #Prepare to render GUI panel
    libtcod.console_set_default_background(panel, libtcod.darkest_grey)
    libtcod.console_clear(panel)

    #Print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
        y += 1

    #Show the player's stats
    render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
            libtcod.light_red, libtcod.darker_red)
    
    level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
    render_bar(1, 2, BAR_WIDTH, 'XP', player.fighter.xp, level_up_xp,
            libtcod.darker_green, libtcod.darkest_green)

    #Print dungeon level
    libtcod.console_print_ex(panel, 1, 4, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon Level: ' + str(dungeon_level))
    libtcod.console_print_ex(panel, 1, 5, libtcod.BKGND_NONE, libtcod.LEFT, 'Player Level: ' + str(player.level))

    #Display names of objects under the mouse
    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())

    #Blit the contents of panel to root console
    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render_all():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global need_fov_refresh

    if need_fov_refresh:

        #recompute FOV if needed (the player moved or something)
        need_fov_refresh = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS,
                                FOV_LIGHT_WALLS, FOV_ALGO)

        #go through all tiles, and set their background color according to the FOV
        for y in range(VIEWPORT_HEIGHT):
            for x in range(VIEWPORT_WIDTH):

                map_x = cam.x + x
                map_y = cam.y + y

                visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
                wall = map[map_x][map_y].block_sight

                foreground_color = map[map_x][map_y].data['foreground_color']
                background_color = map[map_x][map_y].data['background_color']
                tile_char = map[map_x][map_y].data['char']

                if not visible:
                    #if it's not visible right now, the player can only see it if it's explored
                    if map[map_x][map_y].explored:
                        foreground_color = libtcod.color_lerp(
                            foreground_color, libtcod.black, 0.5)
                        background_color = libtcod.color_lerp(
                            background_color, libtcod.black, 0.5)
                    else:
                        foreground_color = libtcod.black
                        background_color = libtcod.black

                else:
                    #it's visible

                    #since it's visible, explore it
                    map[map_x][map_y].explored = True

                if len(tile_char) > 0:
                    libtcod.console_put_char(con, x, y, tile_char)
                libtcod.console_set_char_foreground(con, x, y,
                                                    foreground_color)
                libtcod.console_set_char_background(con, x, y,
                                                    background_color)

    #draw all objects in the list
    for object in objects:
        if object != player:
            object.draw()
    player.draw()

    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT, 0, 0, 0)

    #prepare to render the GUI panel
    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    #show the player's stats
    render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
               libtcod.light_red, libtcod.darker_red)

    #print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, line)
        y += 1

    #blit the contents of "panel" to the root console
    libtcod.console_blit(panel, 0, 0, VIEWPORT_WIDTH, PANEL_HEIGHT, 0, 0,
                         PANEL_Y)
Esempio n. 52
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	def render (self):
		for y, row in enumerate(self.tiles):
			for x, tile_type in enumerate(row):
				tcod.console_put_char(0, x, y, tile_types[tile_type]['sym'], tcod.BKGND_NONE)
				tcod.console_set_char_foreground(0, x, y, tile_types[tile_type]['color'])
Esempio n. 53
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	t1 = time.time()
	lm.comp_fov(level, player_x, player_y,10)
	player_screen_pos = player_x-offset_x,player_y-offset_y
	for y,row in enumerate(levelmap[offset_y:offset_y+Settings.SCREEN_HEIGHT]):
		for x,cell in enumerate(row[offset_x:offset_x+Settings.SCREEN_WIDTH]):
			color,char,bgcolor = mapping.get(cell, (libtcod.Color(0,0,0),' ',libtcod.Color(0,0,0)))

			color = lm.get_color(level, x+offset_x, y+offset_y, color)
			bgcolor = lm.get_color(level, x+offset_x, y+offset_y, bgcolor)

			if (x,y) == player_screen_pos:
				color = libtcod.Color(128,128,100)
				char = '\x01'


			libtcod.console_set_char_foreground(con, x,y, color)
			libtcod.console_set_char_background(con, x,y, bgcolor)
			libtcod.console_set_char(con,x,y,char)

	print 'draw loop:', time.time()-t1

	libtcod.console_print(message_con, 0,1,lm.get_tile_type(level, player_x,player_y)[0])
	libtcod.console_blit(message_con, 0,0, Settings.SCREEN_WIDTH,2, 0, 0,Settings.DISPLAY_HEIGHT-2)

	blit_x,blit_y = 0,0
	blit_w,blit_h = Settings.SCREEN_WIDTH, Settings.SCREEN_HEIGHT
	if blit_x + MAP_X < Settings.SCREEN_WIDTH:
		blit_x = (Settings.SCREEN_WIDTH - (blit_x + MAP_X))/2
		blit_x = int(blit_x)
		blit_w = MAP_X
	if blit_y + MAP_Y < Settings.SCREEN_HEIGHT:
Esempio n. 54
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def test_console_set_char_foreground(console, fg):
    libtcodpy.console_set_char_foreground(console, 0, 0, fg)
    assert_char(console, 0, 0, fg=fg)
Esempio n. 55
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 def draw(self):
     for tile in self.currentMap.get_map_list():
         tile.draw()
         libtcod.console_set_char_foreground(0, tile.x, tile.y,
                                             libtcod.Color(255, 255, 255))
Esempio n. 56
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def render_all():
    global cam_x, cam_y
    
    #clear the city locations using OLD cam position.
    for city in R.cities:
        loc = R.tiles[city.x][city.y]
        colour = loc.bg
        libtcod.console_set_char_background(con, cam_x+city.x, cam_y+city.y, colour, libtcod.BKGND_SET )
        libtcod.console_set_char(con, cam_x+city.x, cam_y+city.y, ord(' '))
        
    cam_x = scrolling_map(player.x, R.MAP_VIEW_WIDTH/2, R.MAP_VIEW_WIDTH, R.MAP_WIDTH)
    cam_y = scrolling_map(player.y, R.MAP_VIEW_HEIGHT/2, R.MAP_VIEW_HEIGHT, R.MAP_HEIGHT)
    #now draw the map!
    for y in range(min(R.MAP_VIEW_HEIGHT, len(R.world.tiles[0]))): #this refers to the SCREEN position. NOT map.
        for x in range(min(R.MAP_VIEW_WIDTH, len(R.world.tiles))):
            map_pos_x = x + cam_x
            map_pos_y = y + cam_y
            if map_pos_x >= R.MAP_WIDTH:
                map_pos_x = R.MAP_WIDTH -1
            if map_pos_y >= R.MAP_HEIGHT:
                map_pos_y = R.MAP_HEIGHT - 1
            
            tile = R.world.tiles[map_pos_x][map_pos_y]
            #===============================================================
            # try: 
            #    tile = map[map_pos_x][map_pos_y]
            # except: 
            #    print str(map_pos_x) + " or " + str(map_pos_y) + " is out of bounds."
            #    break
            #===============================================================
             
            #visible = libtcod.map_is_in_fov(fov_map, tile.x, tile.y)
            visible = True
            #wall = tile.block_sight
                
            if not visible:
                pass #TODO: re-do the visible/ not visible code.
                #if it"s not visible right now, the player can only see it if it"s explored
                #if tile.explored:
                    #if wall:
                    #    libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
                    #    libtcod.console_set_char(con, x, y, " ")
                    #else:
                    #    libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
                    #    libtcod.console_set_char(con, x, y, " ")
            else:
                #it"s visible
                if tile.POI is None:
                    if traffic: # for b&w image.
                        v = world.get_foot_traffic(map_pos_x,map_pos_y)
                        colour = libtcod.Color(v,v,v)
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET )
                        libtcod.console_set_char(con, x, y, " ")
                        
                    elif temperature: # for b&w image.
                        v = world.get_temperature(map_pos_x,map_pos_y)
                        v = int(v)
                        colour = libtcod.Color(v,v,v)
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET )
                        libtcod.console_set_char(con, x, y, " ")
                        
                    else:
                        colour = tile.bg
                        libtcod.console_set_char(con, x, y, " ")
                        libtcod.console_set_char_background(con, x, y, colour, libtcod.BKGND_SET )
                    #libtcod.console_set_char_foreground(con, x, y, libtcod.black)
                    #libtcod.console_set_char(con, x, y, libtcod.CHAR_BULLET)
                else:
                    libtcod.console_set_char_background(con, x, y, tile.POI.colour, libtcod.BKGND_SET )
                    libtcod.console_set_char_foreground(con, x, y, libtcod.white)
                    libtcod.console_set_char(con, x, y, tile.POI.char)
                #since it"s visible, explore it
                tile.explored = True
    
    
    #now draw the mini map
    for cell_x in range(len(world.mini_map)):
        for cell_y in range(len(world.mini_map[cell_x])):
            colour = world.mini_map[cell_x][cell_y].bg
            libtcod.console_set_char_background(minmap, cell_x, cell_y, colour, libtcod.BKGND_SET )
            #libtcod.console_set_char_foreground(con, x, y, libtcod.white)
                            
            
#    for char in R.world_obj:
#        if char != player:
#            char.draw(cam_x, cam_y)

    #now draw all the merchants
    for city in cities:
        for merchant in city.trade_house.caravans_out:
            merchant.draw(cam_x,cam_y)
    for objects in R.world_obj:
            if objects.ai:
                objects.clear(cam_x,cam_y)   
                objects.draw(cam_x,cam_y)        
    player.draw(cam_x, cam_y)
    
    libtcod.console_clear(message_bar)
    libtcod.console_set_default_foreground(message_bar, libtcod.white)
    libtcod.console_print_ex(message_bar, 0, 0, libtcod.BKGND_NONE, libtcod.LEFT, str(date[0]) + " " + str(date[1][2]) + " " + str(date[1][0]) + " " + str(date[2][0]))
    # print the messages, one line at a time.
    y = 2
    for (line, colour) in R.game_msgs:
        libtcod.console_set_default_foreground(message_bar, colour)
        libtcod.console_print_ex(message_bar, R.MSG_X, R.MSG_HEIGHT - y, libtcod.BKGND_NONE, libtcod.LEFT, line)
        y += 1
    
#    y = 0
#    for y in range(R.MAP_HEIGHT):
#        for x in range(R.MAP_WIDTH):
#            libtcod.console_set_char_background(con, x, y, map_[x][y].bg, libtcod.BKGND_SET)
    
    #libtcod.console_print_ex(message_bar, R.SCREEN_WIDTH - R.INFO_BAR_WIDTH, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())         
    
    libtcod.console_set_default_background(con, libtcod.white)
    libtcod.console_blit(con, 0, 0, R.MAP_VIEW_WIDTH, R.MAP_VIEW_HEIGHT, 0, 0, 0)
    #libtcod.console_blit(con, mini_map_x, mini_map_y, mini_map_x+ mini_map_width, mini_map_y +mini_map_height, 0, 0, 0)
    libtcod.console_blit(con_char, 0, 0, R.MAP_VIEW_WIDTH, R.MAP_VIEW_HEIGHT, 0, 0, 0, 1.0, 0.0)
    libtcod.console_blit(inf, 0, 0, R.INFO_BAR_WIDTH, R.SCREEN_HEIGHT, 0,R.MAP_VIEW_WIDTH,0)
    libtcod.console_blit(minmap, 0, 0, R.INFO_BAR_WIDTH, R.PANEL_HEIGHT, 0,R.MAP_VIEW_WIDTH,R.PANEL_Y)
    libtcod.console_blit(message_bar, 0, 0, R.PANEL_WIDTH, R.PANEL_HEIGHT, 0 , 0, R.PANEL_Y)
    libtcod.console_flush()
def render_all():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global need_fov_refresh


    if need_fov_refresh:

        #recompute FOV if needed (the player moved or something)
        need_fov_refresh = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
 
        #go through all tiles, and set their background color according to the FOV
        for y in range(VIEWPORT_HEIGHT):
            for x in range(VIEWPORT_WIDTH):

                map_x = cam.x + x
                map_y = cam.y + y

                visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
                wall = map[map_x][map_y].block_sight

                foreground_color = map[map_x][map_y].data['foreground_color']
                background_color = map[map_x][map_y].data['background_color']
                tile_char = map[map_x][map_y].data['char']
                
                if not visible:
                    #if it's not visible right now, the player can only see it if it's explored
                    if map[map_x][map_y].explored:
                        foreground_color = libtcod.color_lerp(foreground_color, libtcod.black, 0.5)
                        background_color = libtcod.color_lerp(background_color, libtcod.black, 0.5)
                    else:
                        foreground_color = libtcod.black;
                        background_color = libtcod.black;

                else:
                    #it's visible

                    #since it's visible, explore it
                    map[map_x][map_y].explored = True

                if len(tile_char) > 0: libtcod.console_put_char(con, x, y, tile_char)
                libtcod.console_set_char_foreground(con, x, y, foreground_color )
                libtcod.console_set_char_background(con, x, y, background_color )
 
    #draw all objects in the list
    for object in objects:
        if object != player:
            object.draw()
    player.draw()
     
    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT, 0, 0, 0)

    #prepare to render the GUI panel
    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)
 
    #show the player's stats
    render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
        libtcod.light_red, libtcod.darker_red)

    #print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
        y += 1
 
    #blit the contents of "panel" to the root console
    libtcod.console_blit(panel, 0, 0, VIEWPORT_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)