コード例 #1
0
ファイル: util.py プロジェクト: link108/conway_game_of_life
 def render_all(state):
   for y in range(MapConstants.MAP_HEIGHT):
     for x in range(MapConstants.MAP_WIDTH):
       alive = state.game_map.game_map[x][y].alive
       targeted = state.game_map.game_map[x][y].targeted
       # it is visible
       if targeted:
         libtcod.console_set_char_background(state.con, x, y, MapConstants.COLOR_TARGETED, libtcod.BKGND_SET)
       elif alive:
         libtcod.console_set_char_background(state.con, x, y, MapConstants.COLOR_LIGHT_WALL, libtcod.BKGND_SET)
       else:
         libtcod.console_set_char_background(state.con, x, y, MapConstants.COLOR_lIGHT_GROUND, libtcod.BKGND_SET)
       state.game_map.game_map[x][y].explored = True
   libtcod.console_blit(state.con, 0, 0, MapConstants.SCREEN_WIDTH, MapConstants.SCREEN_HEIGHT, 0, 0, 0)
   # prepare to render the GUI panel
   libtcod.console_set_default_background(state.status_panel.get_panel(), libtcod.black)
   libtcod.console_clear(state.status_panel.get_panel())
   y = 1
   for (line, color) in state.status_panel.game_messages:
     libtcod.console_set_default_foreground(state.status_panel.get_panel(), color)
     libtcod.console_print_ex(state.status_panel.get_panel(), MapConstants.MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT,
       line)
     y += 1
   # state.status_panel.render_bar(1, 1, MapConstants.BAR_WIDTH, 'game_map_id', state.game_map.game_map_id,
   #                               state.player.fighter.max_hp(state),
   #                               libtcod.light_red, libtcod.darker_red)
   libtcod.console_print_ex(state.status_panel.get_panel(), 1, 4, libtcod.BKGND_NONE, libtcod.LEFT,
                            'Mode: ' + str(state.game_type))
   libtcod.console_print_ex(state.status_panel.get_panel(), 1, 5, libtcod.BKGND_NONE, libtcod.LEFT,
     'Game map id:  ' + str(state.game_map.game_map_id))
   libtcod.console_print_ex(state.status_panel.get_panel(), 1, 6, libtcod.BKGND_NONE, libtcod.LEFT,
     'Turn: ' + str(state.turn))
   # blit the contents of "panel" to the root console
   libtcod.console_blit(state.status_panel.get_panel(), 0, 0, MapConstants.SCREEN_WIDTH, MapConstants.PANEL_HEIGHT, 0,
     0, MapConstants.PANEL_Y)
コード例 #2
0
 def initialize_fov(self, dungeon_level):
   self.state.fov_map_map[dungeon_level] = libtcod.map_new(MapConstants.MAP_WIDTH, MapConstants.MAP_HEIGHT)
   libtcod.console_clear(self.state.con)
   for y in range(MapConstants.MAP_HEIGHT):
     for x in range(MapConstants.MAP_WIDTH):
       libtcod.map_set_properties(self.state.fov_map_map[dungeon_level], x, y, True, True)
   self.state.fov_map = self.state.fov_map_map[dungeon_level]
コード例 #3
0
ファイル: main_menu.py プロジェクト: link108/roguetest
 def initialize_fov(self, dungeon_level):
   self.state.fov_map_map[dungeon_level] = libtcod.map_new(MapConstants.MAP_WIDTH, MapConstants.MAP_HEIGHT)
   libtcod.console_clear(self.state.con)
   for y in range(MapConstants.MAP_HEIGHT):
     for x in range(MapConstants.MAP_WIDTH):
       libtcod.map_set_properties(self.state.fov_map_map[dungeon_level], x, y,
                                  not self.state.game_map.is_blocked_sight(self.state.objects, x, y),
                                  not self.state.game_map.is_blocked_sight(self.state.objects, x, y))
   self.state.fov_map = self.state.fov_map_map[dungeon_level]
コード例 #4
0
ファイル: util.py プロジェクト: link108/roguetest
 def render_all(state):
     if state.fov_recompute:
         # recompute FOV if needed
         state.fov_recompute = False
         if state.game_type == Constants.BATTLE:
             libtcod.map_compute_fov(
                 state.fov_map,
                 state.player.x,
                 state.player.y,
                 MapConstants.BATTLE_TORCH_RADIUS,
                 MapConstants.FOV_LIGHT_WALLS,
                 MapConstants.FOV_ALGO,
             )
         else:
             libtcod.map_compute_fov(
                 state.fov_map,
                 state.player.x,
                 state.player.y,
                 MapConstants.TORCH_RADIUS,
                 MapConstants.FOV_LIGHT_WALLS,
                 MapConstants.FOV_ALGO,
             )
         for y in range(MapConstants.MAP_HEIGHT):
             for x in range(MapConstants.MAP_WIDTH):
                 visible = libtcod.map_is_in_fov(state.fov_map, x, y)
                 wall = state.game_map.get_map()[x][y].block_sight
                 targeted = state.game_map.get_map()[x][y].targeted
                 if not visible:
                     # if not visible right now, player can only see if explored
                     if state.game_map.get_map()[x][y].explored:
                         if wall:
                             libtcod.console_set_char_background(
                                 state.con, x, y, MapConstants.COLOR_DARK_WALL, libtcod.BKGND_SET
                             )
                         elif targeted:
                             libtcod.console_set_char_background(
                                 state.con, x, y, MapConstants.COLOR_TARGETED, libtcod.BKGND_SET
                             )
                         else:
                             libtcod.console_set_char_background(
                                 state.con, x, y, MapConstants.COLOR_DARK_GROUND, libtcod.BKGND_SET
                             )
                 else:
                     # it is visible
                     if wall:
                         libtcod.console_set_char_background(
                             state.con, x, y, MapConstants.COLOR_LIGHT_WALL, libtcod.BKGND_SET
                         )
                     elif targeted:
                         libtcod.console_set_char_background(
                             state.con, x, y, MapConstants.COLOR_TARGETED, libtcod.BKGND_SET
                         )
                     else:
                         libtcod.console_set_char_background(
                             state.con, x, y, MapConstants.COLOR_lIGHT_GROUND, libtcod.BKGND_SET
                         )
                     state.game_map.get_map()[x][y].explored = True
     # draw all objects in the list
     for object in state.objects:
         if object != state.player:
             object.draw(state)
     state.player.draw(state)
     libtcod.console_blit(state.con, 0, 0, MapConstants.SCREEN_WIDTH, MapConstants.SCREEN_HEIGHT, 0, 0, 0)
     # prepare to render the GUI panel
     libtcod.console_set_default_background(state.status_panel.get_panel(), libtcod.black)
     libtcod.console_clear(state.status_panel.get_panel())
     # print the game messages, one line at a time
     y = 1
     for (line, color) in state.status_panel.game_messages:
         libtcod.console_set_default_foreground(state.status_panel.get_panel(), color)
         libtcod.console_print_ex(
             state.status_panel.get_panel(), MapConstants.MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line
         )
         y += 1
     # show the player's stats
     state.status_panel.render_bar(
         1,
         1,
         MapConstants.BAR_WIDTH,
         "HP",
         state.player.fighter.hp,
         state.player.fighter.max_hp(state),
         libtcod.light_red,
         libtcod.darker_red,
     )
     state.status_panel.render_bar(
         1,
         2,
         MapConstants.BAR_WIDTH,
         "MP",
         state.player.caster.mp,
         state.player.caster.max_mp(state),
         libtcod.light_blue,
         libtcod.darker_blue,
     )
     libtcod.console_print_ex(
         state.status_panel.get_panel(),
         1,
         5,
         libtcod.BKGND_NONE,
         libtcod.LEFT,
         "Player level: " + str(state.player.level),
     )
     libtcod.console_print_ex(
         state.status_panel.get_panel(),
         1,
         6,
         libtcod.BKGND_NONE,
         libtcod.LEFT,
         "Dungeon level: " + str(state.dungeon_level),
     )
     libtcod.console_print_ex(
         state.status_panel.get_panel(),
         1,
         7,
         libtcod.BKGND_NONE,
         libtcod.LEFT,
         "Game State: " + str(state.get_game_state()),
     )
     libtcod.console_print_ex(
         state.status_panel.get_panel(),
         1,
         8,
         libtcod.BKGND_NONE,
         libtcod.LEFT,
         "Player Action: " + str(state.get_player_action()),
     )
     libtcod.console_print_ex(
         state.status_panel.get_panel(), 1, 9, libtcod.BKGND_NONE, libtcod.LEFT, "Score: " + str(state.score)
     )
     # blit the contents of "panel" to the root console
     libtcod.console_blit(
         state.status_panel.get_panel(),
         0,
         0,
         MapConstants.SCREEN_WIDTH,
         MapConstants.PANEL_HEIGHT,
         0,
         0,
         MapConstants.PANEL_Y,
     )