コード例 #1
0
ファイル: color_schemes.py プロジェクト: Maugrift/GeneriCrawl
def color_dict_change_brightness(color_dict, mod):
    copy = color_dict.copy()
    for key in copy.keys():
        if mod > 0:
            copy[key] = copy[key].__add__(Color(mod, mod, mod))
        else:
            copy[key] = copy[key].__sub__(Color(-mod, -mod, -mod))
    return copy
コード例 #2
0
ファイル: render.py プロジェクト: Maugrift/GeneriCrawl
def apply_fov_gradient(
    tile_color,
    tile_distance,
    fov_radius,
    brightness_range=32,
    max_brightness=16,
):
    color_mod = (int(brightness_range * (tile_distance / fov_radius)) -
                 max_brightness)

    # If the color modifier is above zero, the tile is darkened, otherwise it
    # is lightened
    if color_mod >= 0:
        return tile_color.__sub__(Color(color_mod, color_mod, color_mod))
    color_mod = -color_mod
    return tile_color.__add__(Color(color_mod, color_mod, color_mod))
コード例 #3
0
ファイル: color_schemes.py プロジェクト: Maugrift/GeneriCrawl
 def get_memory_color(self, color):
     return color.__sub__(
         Color(
             self.memory_brightness_mod,
             self.memory_brightness_mod,
             self.memory_brightness_mod,
         ))
コード例 #4
0
ファイル: worldgen.py プロジェクト: millejoh/Islands
 def biome_color(self, biome, x, y):
     r = biome_colors[biome].r
     g = biome_colors[biome].g
     b = biome_colors[biome].b
     count = 0
     for i in range(4):
         ix = x + random.randint(-10, 10)
         iy = y + random.randint(-10, 10)
         if in_rectangle(ix, iy, self.width, self.height):
             c = biome_colors(self.biome_map[ix, iy])
             r += c.r + random.randint(-10, 10)
             g += c.g + random.randint(-10, 10)
             b += c.b + random.randint(-10, 10)
             count += 1
     r /= count
     g /= count
     b /= count
     r, g, b = clamp(0, 255, r), clamp(0, 255, g), clamp(0, 255, b)
     return Color(r, g, b)
コード例 #5
0
ファイル: constants.py プロジェクト: psizek/quaffquest
WINDOW_TITLE: str = 'Quaff Quest'

SCREEN_WIDTH: int = 80
SCREEN_HEIGHT: int = 50

BAR_WIDTH: int = 20
PANEL_HEIGHT: int = 7
PANEL_Y: int = SCREEN_HEIGHT - PANEL_HEIGHT

MESSAGE_X: int = BAR_WIDTH + 2
MESSAGE_WIDTH: int = SCREEN_WIDTH - BAR_WIDTH - 2
MESSAGE_HEIGHT: int = PANEL_HEIGHT - 1

MAP_WIDTH: int = 80
MAP_HEIGHT: int = 43

ROOM_MAX_SIZE: int = 10
ROOM_MIN_SIZE: int = 6
MAX_ROOMS: int = 30

FOV_ALGORITHM: int = 0
FOV_LIGHT_WALLS: bool = True
FOV_RADIUS: int = 10

COLORS: Dict[str, Color] = {
    'dark_wall': Color(0, 0, 100),
    'dark_ground': Color(50, 50, 150),
    'light_wall': Color(130, 110, 50),
    'light_ground': Color(200, 180, 50)
}
コード例 #6
0
ファイル: constants.py プロジェクト: dowoncha/pydnd
from tcod import Color

# Constants
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 43
PANEL_HEIGHT = 7
LIMIT_FPS = 20
MS_PER_UPDATE = 14
UPDATE_PER_FRAME_LIMIT = 10

MAP_WIDTH = 80
MAP_HEIGHT = 43

BAR_WIDTH = 20

MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1

color_dark_wall = Color(0, 0, 100)
color_dark_ground = Color(50, 50, 150)

コード例 #7
0
#
# You should have received a copy of the GNU General Public License along
# with 7 Days to Rigel.  If not, see <https://www.gnu.org/licenses/>.
from __future__ import annotations
from typing import TYPE_CHECKING, Iterable, Union, Collection, Tuple, \
    Callable, Sequence, List
import random
from dataclasses import dataclass

from engine import BaseWorld, Tile, Point
from tcod import Color

if TYPE_CHECKING:
    from engine import Pointlike, Entity

FLOOR_BG_COLOR = Color(29, 31, 33)
FLOOR_FG_COLOR = Color(40, 42, 46)
WALL_BG_COLOR = Color(55, 59, 65)
WALL_FG_COLOR = Color(112, 120, 128)  # Color(40, 42, 46)
VIEWPORT_BG_COLOR = Color(0, 0, 0)
VIEWPORT_FG_COLOR = Color(112, 120, 128)


def floor_tile(room: str = None):
    return Tile(name="Floor",
                description="Empty floor.",
                bg_color=FLOOR_BG_COLOR,
                character=ord('.'),
                fg_color=FLOOR_FG_COLOR,
                walkable=True,
                room=room)
コード例 #8
0
 def set_color(self, key, red, green, blue):
     self.colors[key] = Color(red, green, blue)
コード例 #9
0
 def __init__(self):
     self.colors = {
         #indoors
         'dark_wall': Color(0, 0, 100),
         'dark_ground': Color(50, 50, 150),
         'dark_door': Color(63, 50, 31),
         #'light_wall': Color(130, 110, 50),
         'light_wall': Color(0, 0, 250),
         'light_ground': Color(200, 180, 50),
         'light_door': Color(127, 101, 63),
         'purple_fill': Color(128, 0, 128),
         #outdoors
         'light_water': Color(0, 0, 255),  #Blue
         'light_shallows': Color(100, 100, 255),  #Blue
         'light_sand': Color(255, 232, 165),  #Amber
         'light_plains': Color(0, 255, 0),  #Green
         'light_hills': Color(127, 101, 63),  #Brown
         'light_mountain': Color(127, 127, 127),  #Grey
         'light_snow': Color(255, 255, 255),  #White
         'dark_water': Color(0, 0, 191),  #Blue
         'dark_shallows': Color(63, 63, 255),  #Blue
         'dark_sand': Color(255, 219, 114),  #Amber
         'dark_plains': Color(0, 191, 0),  #Green
         'dark_hills': Color(94, 75, 47),  #Brown
         'dark_mountain': Color(95, 95, 95),  #Grey
         'dark_snow': Color(223, 223, 223),  #White
         'tree_green': Color(0, 63, 0),  #Green
         #Entities
         'console_white': Color(255, 255, 255),
         'targeting_cyan': Color(0, 255, 255),
         'ape_c_white': Color(230, 230, 230),
         'orc_green': Color(63, 127, 63),
         'troll_green': Color(0, 127, 0),
         'spider_brown': Color(31, 24, 15),
         'skeleton_white': Color(230, 230, 230),
         'zombie_black': Color(0, 0, 0),
         'ghoul_green': Color(63, 127, 63),
         'banshee_blue': Color(0, 0, 127),
         'potion_violet': Color(127, 0, 255),
         'scroll_amber': Color(255, 232, 165)
     }
コード例 #10
0
"""selection of pre-defined colors"""
import tcod

# Dungeon
from tcod import Color

door = Color(153, 115, 0)
#light_fov = Color(127, 127, 127) - grayscale
fg_light = Color(245, 245, 200 )#Color(220, 217, 162)
dark_bg = Color(20, 20, 20)
#dark_wall = Color(63, 63, 63)
dark_wall_fg = Color(95, 95, 95)
#dark_ground = Color(31, 31, 31)
dark_ground_fg = Color(95, 95, 95)

floor_default = Color(245, 245, 200)
wall_default = Color(95, 95, 95)

# Dungeon #
stone = Color(104, 113, 112)
granite = Color(148, 146, 123)
clay = Color(153, 102, 51)

# Entities
blood_red = Color(127, 0, 0)
blood_ins = Color(236,255,0)
blood_slime = Color(176,255,0)

# Materials #
oak = Color(120, 81, 45)
linen = Color(186, 183, 162)
コード例 #11
0
ファイル: constants.py プロジェクト: slavfox/7DaysToRigel
  ,8P'          88         8P ,adPPPPP88  `8b   d8'   `"Y8ba,
 d8"            88      .a8P  88,    ,88   `8b,d8'   aa    ]8I
8P'             88888888Y"'   `"8bbdP"Y8     Y88'    `"YbbdP"'
                                             d8'
                                            d8'

                      88888888ba  88                        88
  ,d                  88      "8b ""                        88
  88                  88      ,8P                           88
MM88MMM ,adPPYba,     88aaaaaa8P' 88  ,adPPYb,d8  ,adPPYba, 88
  88   a8"     "8a    88""""88'   88 a8"    `Y88 a8P_____88 88
  88   8b       d8    88    `8b   88 8b       88 8PP""""""" 88
  88,  "8a,   ,a8"    88     `8b  88 "8a,   ,d88 "8b,   ,aa 88
  "Y888 `"YbbdP"'     88      `8b 88  `"YbbdP"Y8  `"Ybbd8"' 88
                                      aa,    ,88
                                       "Y8bbdP"


'''
CREDITS = f"Licensed GPL. Copyright (c) %cSlavfox%c, 2019.\n" \
          f"%c@Slavfoxman%c   %chttps://slavfox.io/%c\n\n" \
          f"Logo by David Fuchs, CC BY-SA 4.0." % (
            COLCTRL_1, COLCTRL_STOP,
            COLCTRL_2, COLCTRL_STOP, COLCTRL_2, COLCTRL_STOP
          )

CREDITS_COLORS = {
    COLCTRL_1: Color(222, 147, 95),
    COLCTRL_2: Color(129, 162, 190)
}
コード例 #12
0
def color_step(original, step):
    return Color(*original) + Color(step, step, step)
コード例 #13
0
ファイル: worldgen.py プロジェクト: millejoh/Islands
    tropical_mountain_forest = 10
    tropical_seasonal_forest = 11
    subtropical_desert = 12
    cold_desert = 13
    boreal_forest = 14
    hot_desert = 15
    savanna = 16
    tropical_dry_forest = 17
    tropical_evergreen_forest = 18
    thorn_forest = 19
    tropical_rain_forest = 20
    temperate_forest = 21


biome_colors = {
    Biome.snow: Color(248, 248, 248),
    Biome.tundra: Color(221, 221, 187),
    Biome.bare: Color(187, 187, 187),
    Biome.scorched: Color(153, 153, 153),
    Biome.taiga: Color(204, 212, 187),
    Biome.shrubland: Color(194, 204, 187),
    Biome.grassland: Color(192, 212, 170),
    Biome.temperate_desert: Color(228, 232, 202),
    Biome.temperate_rain_forest: Color(164, 196, 168),
    Biome.temperate_deciduous_forest: Color(180, 201, 169),
    Biome.tropical_rain_forest: Color(156, 187, 169),
    Biome.tropical_seasonal_forest: Color(169, 204, 164),
    Biome.subtropical_desert: Color(233, 221, 199)
}

biome_diagram = [